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#include "qabstract3dgraph.h"
#include "qabstract3dgraph_p.h"
#include "abstract3dcontroller_p.h"
#include "qabstract3dinputhandler_p.h"
#include "q3dscene_p.h"
#include "qutils.h"
#include "utils_p.h"

#include <QtGui/QGuiApplication>
#include <QtGui/QOpenGLContext>
#include <QtOpenGL/QOpenGLPaintDevice>
#include <QtGui/QPainter>
#include <QtOpenGL/QOpenGLFramebufferObject>
#include <QtGui/QOffscreenSurface>
#if defined(Q_OS_OSX)
#include <qpa/qplatformnativeinterface.h>
#endif

QT_BEGIN_NAMESPACE

/*!
 * \class QAbstract3DGraph
 * \inmodule QtDataVisualization
 * \brief The QAbstract3DGraph class provides a window and render loop for graphs.
 * \since QtDataVisualization 1.0
 *
 * This class subclasses a QWindow and provides render loop for graphs inheriting it.
 *
 * You should not need to use this class directly, but one of its subclasses instead.
 *
 * Anti-aliasing is turned on by default on C++, except in OpenGL ES2
 * environments, where anti-aliasing is not supported by Qt Data Visualization.
 * To specify non-default anti-aliasing for a graph, give a custom surface format as
 * a constructor parameter. You can use the convenience function \c qDefaultSurfaceFormat()
 * to create the surface format object.
 *
 * \note QAbstract3DGraph sets window flag \c Qt::FramelessWindowHint on by default. If you want to display
 * graph windows as standalone windows with regular window frame, clear this flag after constructing
 * the graph. For example:
 *
 * \code
 *  Q3DBars *graphWindow = new Q3DBars;
 *  graphWindow->setFlags(graphWindow->flags() ^ Qt::FramelessWindowHint);
 * \endcode
 *
 * \sa Q3DBars, Q3DScatter, Q3DSurface, {Qt Data Visualization C++ Classes}
 */

/*!
    \enum QAbstract3DGraph::SelectionFlag

    Item selection modes. Values of this enumeration can be combined with OR operator.

    \value SelectionNone
           Selection mode disabled.
    \value SelectionItem
           Selection highlights a single item.
    \value SelectionRow
           Selection highlights a single row.
    \value SelectionItemAndRow
           Combination flag for highlighting both item and row with different colors.
    \value SelectionColumn
           Selection highlights a single column.
    \value SelectionItemAndColumn
           Combination flag for highlighting both item and column with different colors.
    \value SelectionRowAndColumn
           Combination flag for highlighting both row and column.
    \value SelectionItemRowAndColumn
           Combination flag for highlighting item, row, and column.
    \value SelectionSlice
           Setting this mode flag indicates that the graph should take care of the slice view handling
           automatically. If you wish to control the slice view yourself via Q3DScene, do not set this
           flag. When setting this mode flag, either \c SelectionRow or \c SelectionColumn must also
           be set, but not both. Slicing is supported by Q3DBars and Q3DSurface only.
           When this flag is set, slice mode is entered in the following situations:
           \list
           \li When selection is changed explicitly via series API to a visible item
           \li When selection is changed by clicking on the graph
           \li When the selection mode changes and the selected item is visible
           \endlist
    \value SelectionMultiSeries
           Setting this mode means that items for all series at same position are highlighted, instead
           of just the selected item. The actual selection in the other series doesn't change.
           Multi-series selection is not supported for Q3DScatter.
*/

/*!
    \enum QAbstract3DGraph::ShadowQuality

    Quality of shadows.

    \value ShadowQualityNone
           Shadows are disabled.
    \value ShadowQualityLow
           Shadows are rendered in low quality.
    \value ShadowQualityMedium
           Shadows are rendered in medium quality.
    \value ShadowQualityHigh
           Shadows are rendered in high quality.
    \value ShadowQualitySoftLow
           Shadows are rendered in low quality with softened edges.
    \value ShadowQualitySoftMedium
           Shadows are rendered in medium quality with softened edges.
    \value ShadowQualitySoftHigh
           Shadows are rendered in high quality with softened edges.
*/

/*!
    \enum QAbstract3DGraph::ElementType
    \since QtDataVisualization 1.1

    Type of an element in the graph.

    \value ElementNone
           No defined element.
    \value ElementSeries
           A series (that is, an item in a series).
    \value ElementAxisXLabel
           The x-axis label.
    \value ElementAxisYLabel
           The y-axis label.
    \value ElementAxisZLabel
           The z-axis label.
    \value ElementCustomItem
           A custom item.
*/

/*!
    \enum QAbstract3DGraph::OptimizationHint
    \since Qt Data Visualization 1.1

    The optimization hint for rendering.

    \value OptimizationDefault
           Provides the full feature set at a reasonable performance.
    \value OptimizationStatic
           Optimizes the rendering of static data sets at the expense of some features.
*/

/*!
 * \internal
 */
QAbstract3DGraph::QAbstract3DGraph(QAbstract3DGraphPrivate *d, const QSurfaceFormat *format,
                                   QWindow *parent)
    : QWindow(parent),
      d_ptr(d)
{
    qRegisterMetaType<QAbstract3DGraph::ShadowQuality>("QAbstract3DGraph::ShadowQuality");
    qRegisterMetaType<QAbstract3DGraph::ElementType>("QAbstract3DGraph::ElementType");

    // Default to frameless window, as typically graphs are not toplevel
    setFlags(flags() | Qt::FramelessWindowHint);

    QSurfaceFormat surfaceFormat;
    if (format) {
        surfaceFormat = *format;
        // Make sure renderable type is correct
        surfaceFormat.setRenderableType(QSurfaceFormat::DefaultRenderableType);
    } else {
        surfaceFormat = qDefaultSurfaceFormat(true);
    }

    d_ptr->m_context = new QOpenGLContext(this);
    setSurfaceType(QWindow::OpenGLSurface);
    setFormat(surfaceFormat);

    create();

    d_ptr->m_context->setFormat(requestedFormat());
    d_ptr->m_context->create();
    bool makeSuccess = d_ptr->m_context->makeCurrent(this);

    // If we fail to get context, just abort
    if (!makeSuccess || !QOpenGLContext::currentContext())
        return;

    initializeOpenGLFunctions();

    const GLubyte *shaderVersion = glGetString(GL_SHADING_LANGUAGE_VERSION);
#ifndef QT_NO_DEBUG
    const GLubyte *openGLVersion = glGetString(GL_VERSION);
    qDebug() << "OpenGL version:" << (const char *)openGLVersion;
    qDebug() << "GLSL version:" << (const char *)shaderVersion;
#endif

    if (!Utils::isOpenGLES()) {
        // If we have real OpenGL, GLSL version must be 1.2 or over. Quit if not.
        QStringList splitversionstr =
                QString::fromLatin1((const char *)shaderVersion).split(QChar::fromLatin1(' '));
        if (splitversionstr[0].toFloat() < 1.2)
            qFatal("GLSL version must be 1.20 or higher. Try installing latest display drivers.");
    }

    d_ptr->m_initialized = true;

    d_ptr->renderLater();

#if defined(Q_OS_OSX)
    // Enable touch events for Mac touchpads
    typedef void * (*EnableTouch)(QWindow*, bool);
    EnableTouch enableTouch =
            (EnableTouch)QGuiApplication::platformNativeInterface()->nativeResourceFunctionForIntegration("registertouchwindow");
    if (enableTouch)
        enableTouch(this, true);
#endif
}

/*!
 * Destroys QAbstract3DGraph.
 */
QAbstract3DGraph::~QAbstract3DGraph()
{
}

/*!
 * Adds the given \a inputHandler to the graph. The input handlers added via addInputHandler
 * are not taken in to use directly. Only the ownership of the \a inputHandler is given to the graph.
 * The \a inputHandler must not be null or already added to another graph.
 *
 * \sa releaseInputHandler(), setActiveInputHandler()
 */
void QAbstract3DGraph::addInputHandler(QAbstract3DInputHandler *inputHandler)
{
    d_ptr->m_visualController->addInputHandler(inputHandler);
}

/*!
 * Releases the ownership of the \a inputHandler back to the caller, if it was added to this graph.
 * If the released \a inputHandler is in use there will be no input handler active after this call.
 *
 * If the default input handler is released and added back later, it behaves as any other input handler would.
 *
 * \sa addInputHandler(), setActiveInputHandler()
 */
void QAbstract3DGraph::releaseInputHandler(QAbstract3DInputHandler *inputHandler)
{
    d_ptr->m_visualController->releaseInputHandler(inputHandler);
}

/*!
 * \property QAbstract3DGraph::activeInputHandler
 *
 * \brief The active input handler used in the graph.
 */

/*!
 * Sets \a inputHandler as the active input handler used in the graph.
 * Implicitly calls addInputHandler() to transfer ownership of \a inputHandler
 * to this graph.
 *
 * If \a inputHandler is null, no input handler will be active after this call.
 *
 * \sa addInputHandler(), releaseInputHandler()
 */
void QAbstract3DGraph::setActiveInputHandler(QAbstract3DInputHandler *inputHandler)
{
    d_ptr->m_visualController->setActiveInputHandler(inputHandler);
}

QAbstract3DInputHandler *QAbstract3DGraph::activeInputHandler() const
{
    return d_ptr->m_visualController->activeInputHandler();
}

/*!
 * Returns the list of all added input handlers.
 *
 * \sa addInputHandler()
 */
QList<QAbstract3DInputHandler *> QAbstract3DGraph::inputHandlers() const
{
    return d_ptr->m_visualController->inputHandlers();
}

/*!
 * Adds the given \a theme to the graph. The themes added via addTheme are not taken in to use
 * directly. Only the ownership of the theme is given to the graph.
 * The \a theme must not be null or already added to another graph.
 *
 * \sa releaseTheme(), setActiveTheme()
 */
void QAbstract3DGraph::addTheme(Q3DTheme *theme)
{
    d_ptr->m_visualController->addTheme(theme);
}

/*!
 * Releases the ownership of the \a theme back to the caller, if it was added to this graph.
 * If the released \a theme is in use, a new default theme will be created and set active.
 *
 * If the default theme is released and added back later, it behaves as any other theme would.
 *
 * \sa addTheme(), setActiveTheme()
 */
void QAbstract3DGraph::releaseTheme(Q3DTheme *theme)
{
    d_ptr->m_visualController->releaseTheme(theme);
}

/*!
 * \property QAbstract3DGraph::activeTheme
 *
 * \brief The active theme of the graph.
 */

/*!
 * Sets \a theme as the active theme to be used for the graph. Implicitly calls
 * addTheme() to transfer the ownership of the theme to this graph.
 *
 * If \a theme is null, a temporary default theme is created. This temporary theme is destroyed
 * if any theme is explicitly set later.
 * Properties of the theme can be modified even after setting it, and the modifications take
 * effect immediately.
 */
void QAbstract3DGraph::setActiveTheme(Q3DTheme *theme)
{
    d_ptr->m_visualController->setActiveTheme(theme);
}


Q3DTheme *QAbstract3DGraph::activeTheme() const
{
    return d_ptr->m_visualController->activeTheme();
}

/*!
 * Returns the list of all added themes.
 *
 * \sa addTheme()
 */
QList<Q3DTheme *> QAbstract3DGraph::themes() const
{
    return d_ptr->m_visualController->themes();
}

/*!
 * \property QAbstract3DGraph::selectionMode
 *
 * \brief Item selection mode.
 *
 * A combination of SelectionFlags. By default, \c SelectionItem.
 * Different graph types support different selection modes.
 *
 * \sa SelectionFlags
 */
void QAbstract3DGraph::setSelectionMode(SelectionFlags mode)
{
    d_ptr->m_visualController->setSelectionMode(mode);
}

QAbstract3DGraph::SelectionFlags QAbstract3DGraph::selectionMode() const
{
    return d_ptr->m_visualController->selectionMode();
}

/*!
 * \property QAbstract3DGraph::shadowQuality
 *
 * \brief The quality of the shadow.
 *
 * One of the ShadowQuality enum values. By default, \c ShadowQualityMedium.
 *
 * \note If setting the shadow quality to a certain level fails, the level is lowered
 * until it is successfully set. The \c shadowQualityChanged signal is emitted each time
 * a change is made.
 *
 * \sa ShadowQuality
 */
void QAbstract3DGraph::setShadowQuality(ShadowQuality quality)
{
    d_ptr->m_visualController->setShadowQuality(quality);
}

QAbstract3DGraph::ShadowQuality QAbstract3DGraph::shadowQuality() const
{
    return d_ptr->m_visualController->shadowQuality();
}

/*!
 * Returns \c true if shadows are supported with the current configuration.
 * OpenGL ES2 configurations do not support shadows.
 */
bool QAbstract3DGraph::shadowsSupported() const
{
    return d_ptr->m_visualController->shadowsSupported();
}

/*!
 * \property QAbstract3DGraph::scene
 *
 * \brief The Q3DScene pointer that can be used to manipulate the scene and
 * access the scene elements, such as the active camera.
 *
 * This property is read-only.
 */
Q3DScene *QAbstract3DGraph::scene() const
{
    return d_ptr->m_visualController->scene();
}

/*!
 * Clears selection from all attached series.
 */
void QAbstract3DGraph::clearSelection()
{
    d_ptr->m_visualController->clearSelection();
}

/*!
 * Adds a QCustom3DItem \a item to the graph. Graph takes ownership of the added item.
 *
 * Returns the index to the added item if the add operation was successful, -1
 * if trying to add a null item, and the index of the item if trying to add an
 * already added item.
 *
 * Items are rendered in the order they have been inserted. The rendering order needs to
 * be taken into account when having solid and transparent items.
 *
 * \sa removeCustomItems(), removeCustomItem(), removeCustomItemAt(), customItems()
 *
 * \since QtDataVisualization 1.1
 */
int QAbstract3DGraph::addCustomItem(QCustom3DItem *item)
{
    return d_ptr->m_visualController->addCustomItem(item);
}

/*!
 * Removes all custom items. Deletes the resources allocated to them.
 *
 * \since QtDataVisualization 1.1
 */
void QAbstract3DGraph::removeCustomItems()
{
    d_ptr->m_visualController->deleteCustomItems();
}

/*!
 * Removes the custom \a {item}. Deletes the resources allocated to it.
 *
 * \since QtDataVisualization 1.1
 */
void QAbstract3DGraph::removeCustomItem(QCustom3DItem *item)
{
    d_ptr->m_visualController->deleteCustomItem(item);
}

/*!
 * Removes all custom items at \a {position}. Deletes the resources allocated to them.
 *
 * \since QtDataVisualization 1.1
 */
void QAbstract3DGraph::removeCustomItemAt(const QVector3D &position)
{
    d_ptr->m_visualController->deleteCustomItem(position);
}

/*!
 * Gets ownership of given \a item back and removes the \a item from the graph.
 *
 * \since QtDataVisualization 1.1
 *
 * \note If the same item is added back to the graph, the texture or the texture file needs to be
 * re-set.
 *
 * \sa QCustom3DItem::setTextureImage(), QCustom3DItem::setTextureFile()
 */
void QAbstract3DGraph::releaseCustomItem(QCustom3DItem *item)
{
    return d_ptr->m_visualController->releaseCustomItem(item);
}

/*!
 * Returns the list of all added custom items.
 * \since QtDataVisualization 1.2
 * \sa addCustomItem()
 */
QList<QCustom3DItem *> QAbstract3DGraph::customItems() const
{
    return d_ptr->m_visualController->customItems();
}

/*!
 * Can be used to query the index of the selected label after receiving \c selectedElementChanged
 * signal with any label type. Selection is valid until the next \c selectedElementChanged signal.
 *
 * Returns the index of the selected label, or -1.
 *
 * \since QtDataVisualization 1.1
 *
 * \sa selectedElement
 */
int QAbstract3DGraph::selectedLabelIndex() const
{
    return d_ptr->m_visualController->selectedLabelIndex();
}

/*!
 * Can be used to get the selected axis after receiving \c selectedElementChanged signal with any label
 * type. Selection is valid until the next \c selectedElementChanged signal.
 *
 * Returns the pointer to the selected axis, or null.
 *
 * \since QtDataVisualization 1.1
 *
 * \sa selectedElement
 */
QAbstract3DAxis *QAbstract3DGraph::selectedAxis() const
{
    return d_ptr->m_visualController->selectedAxis();
}

/*!
 * Can be used to query the index of the selected custom item after receiving \c selectedElementChanged
 * signal with QAbstract3DGraph::ElementCustomItem type. Selection is valid until the next
 * \c selectedElementChanged signal.
 *
 * Returns the index of the selected custom item, or -1.
 *
 * \since QtDataVisualization 1.1
 *
 * \sa selectedElement
 */
int QAbstract3DGraph::selectedCustomItemIndex() const
{
    return d_ptr->m_visualController->selectedCustomItemIndex();
}

/*!
 * Can be used to get the selected custom item after receiving \c selectedElementChanged signal with
 * QAbstract3DGraph::ElementCustomItem type. Ownership of the item remains with the graph.
 * Selection is valid until the next \c selectedElementChanged signal.
 *
 * Returns the pointer to the selected custom item, or null.
 *
 * \since QtDataVisualization 1.1
 *
 * \sa selectedElement
 */
QCustom3DItem *QAbstract3DGraph::selectedCustomItem() const
{
    return d_ptr->m_visualController->selectedCustomItem();
}

/*!
 * \property QAbstract3DGraph::selectedElement
 *
 * \brief The element selected in the graph.
 *
 * This property can be used to query the selected element type. The type is
 * valid until a new selection is made in the graph and the
 * \c selectedElementChanged signal is emitted.
 *
 * The signal can be used for example for implementing custom input handlers, as
 * demonstrated by the \l {Axis Range Dragging With Labels Example}.
 *
 * \sa selectedLabelIndex(), selectedAxis(), selectedCustomItemIndex(), selectedCustomItem(),
 * Q3DBars::selectedSeries(), Q3DScatter::selectedSeries(), Q3DSurface::selectedSeries(),
 * Q3DScene::setSelectionQueryPosition()
 *
 * \since QtDataVisualization 1.1
 */
QAbstract3DGraph::ElementType QAbstract3DGraph::selectedElement() const
{
    return d_ptr->m_visualController->selectedElement();
}

/*!
 * Renders current frame to an image of \a imageSize. Default size is the window size. Image is
 * rendered with antialiasing level given in \a msaaSamples. Default level is \c{0}.
 *
 * \since QtDataVisualization 1.1
 *
 * Returns the rendered image.
 *
 * \note OpenGL ES2 does not support anitialiasing, so \a msaaSamples is always forced to \c{0}.
 */
QImage QAbstract3DGraph::renderToImage(int msaaSamples, const QSize &imageSize)
{
    QSize renderSize = imageSize;
    if (renderSize.isEmpty())
        renderSize = size();
    return d_ptr->renderToImage(msaaSamples, renderSize);
}

/*!
 * \property QAbstract3DGraph::measureFps
 * \since QtDataVisualization 1.1
 *
 * \brief Whether rendering is done continuously instead of on demand.
 *
 * If \c {true}, rendering is continuous and the value of the currentFps
 * property is updated. Defaults to \c{false}.
 *
 * \sa currentFps
 */
void QAbstract3DGraph::setMeasureFps(bool enable)
{
    d_ptr->m_visualController->setMeasureFps(enable);
}

bool QAbstract3DGraph::measureFps() const
{
    return d_ptr->m_visualController->measureFps();
}

/*!
 * \property QAbstract3DGraph::currentFps
 * \since QtDataVisualization 1.1
 *
 * \brief The rendering results for the last second.
 *
 * The results are stored in this read-only property when FPS measuring is
 * enabled. It takes at least a second before this value is updated after
 * measuring is activated.
 *
 * \sa measureFps
 */
qreal QAbstract3DGraph::currentFps() const
{
    return d_ptr->m_visualController->currentFps();
}

/*!
 * \property QAbstract3DGraph::orthoProjection
 * \since QtDataVisualization 1.1
 *
 * \brief Whether orthographic projection is used for displaying the graph.
 *
 * If \c {true}, ortographic projection is used to create 2D graphs by replacing
 * the default input handler with one that does not allow rotating the graph and
 * by setting the camera to view the graph
 * directly from the side or from the top. Also, axis labels typically need to be rotated when
 * viewing the graph from the sides.
 * Defaults to \c{false}.
 * \note Shadows will be disabled when set to \c{true}.
 *
 * \sa QAbstract3DAxis::labelAutoRotation, Q3DCamera::cameraPreset
 */
void QAbstract3DGraph::setOrthoProjection(bool enable)
{
    d_ptr->m_visualController->setOrthoProjection(enable);
}

bool QAbstract3DGraph::isOrthoProjection() const
{
    return d_ptr->m_visualController->isOrthoProjection();
}

/*!
 * \property QAbstract3DGraph::aspectRatio
 * \since QtDataVisualization 1.1
 *
 * \brief The ratio of the graph scaling between the longest axis on the
 * horizontal plane and the y-axis.
 *
 * Defaults to \c{2.0}.
 *
 * \note Has no effect on Q3DBars.
 *
 * \sa horizontalAspectRatio
 */
void QAbstract3DGraph::setAspectRatio(qreal ratio)
{
    d_ptr->m_visualController->setAspectRatio(ratio);
}

qreal QAbstract3DGraph::aspectRatio() const
{
    return d_ptr->m_visualController->aspectRatio();
}

/*!
 * \property QAbstract3DGraph::optimizationHints
 *
 * \brief Whether the default or static mode is used for rendering optimization.
 *
 * The default mode provides the full feature set at a reasonable level of
 * performance. The static mode optimizes graph rendering and is ideal for
 * large non-changing data sets. It is slower with dynamic data changes and item rotations.
 * Selection is not optimized, so using the static mode with massive data sets is not advisable.
 * Static optimization works only on scatter graphs.
 * Defaults to \l{OptimizationDefault}.
 *
 * \note On some environments, large graphs using static optimization may not render, because
 * all of the items are rendered using a single draw call, and different graphics drivers
 * support different maximum vertice counts per call.
 * This is mostly an issue on 32bit and OpenGL ES2 platforms.
 * To work around this issue, choose an item mesh with a low vertex count or use
 * the point mesh.
 *
 * \sa QAbstract3DSeries::mesh
 */
void QAbstract3DGraph::setOptimizationHints(OptimizationHints hints)
{
    d_ptr->m_visualController->setOptimizationHints(hints);
}

QAbstract3DGraph::OptimizationHints QAbstract3DGraph::optimizationHints() const
{
    return d_ptr->m_visualController->optimizationHints();
}

/*!
 * \property QAbstract3DGraph::polar
 * \since QtDataVisualization 1.2
 *
 * \brief Whether horizontal axes are changed into polar axes.
 *
 * If \c {true}, the x-axis becomes the angular axis and the z-axis becomes the
 * radial axis.
 * Polar mode is not available for bar graphs.
 *
 * Defaults to \c{false}.
 *
 * \sa orthoProjection, radialLabelOffset
 */
void QAbstract3DGraph::setPolar(bool enable)
{
    d_ptr->m_visualController->setPolar(enable);
}

bool QAbstract3DGraph::isPolar() const
{
    return d_ptr->m_visualController->isPolar();
}

/*!
 * \property QAbstract3DGraph::radialLabelOffset
 * \since QtDataVisualization 1.2
 *
 * \brief The normalized horizontal offset for the axis labels of the radial
 * polar axis.
 *
 * The value \c 0.0 indicates that the labels should be drawn next to the 0-angle
 * angular axis grid line. The value \c 1.0 indicates that the labels are drawn
 * in their usual place at the edge of the graph background. Defaults to \c 1.0.
 *
 * This property is ignored if the \l polar property value is \c{false}.
 *
 * \sa polar
 */
void QAbstract3DGraph::setRadialLabelOffset(float offset)
{
    d_ptr->m_visualController->setRadialLabelOffset(offset);
}

float QAbstract3DGraph::radialLabelOffset() const
{
    return d_ptr->m_visualController->radialLabelOffset();
}

/*!
 * \property QAbstract3DGraph::horizontalAspectRatio
 * \since QtDataVisualization 1.2
 *
 * \brief The ratio of the graph scaling between the x-axis and z-axis.
 *
 * The value of \c 0.0 indicates automatic scaling according to axis ranges.
 * Defaults to \c{0.0}.
 *
 * Has no effect on Q3DBars, which handles scaling on the horizontal plane via
 * the \l{Q3DBars::barThickness}{barThickness} and \l{Q3DBars::barSpacing}{barSpacing} properties.
 * Polar graphs also ignore this property.
 *
 * \sa aspectRatio, polar, Q3DBars::barThickness, Q3DBars::barSpacing
 */
void QAbstract3DGraph::setHorizontalAspectRatio(qreal ratio)
{
    d_ptr->m_visualController->setHorizontalAspectRatio(ratio);
}

qreal QAbstract3DGraph::horizontalAspectRatio() const
{
    return d_ptr->m_visualController->horizontalAspectRatio();
}

/*!
 * \property QAbstract3DGraph::reflection
 * \since QtDataVisualization 1.2
 *
 * \brief Whether floor reflections are on or off.
 *
 * Defaults to \c{false}.
 *
 * Affects only Q3DBars. However, in Q3DBars graphs holding both positive and
 * negative values, reflections are not supported for custom items that
 * intersect the floor plane. In that case, reflections should be turned off
 * to avoid incorrect rendering.
 *
 * If using a custom surface format, the stencil buffer needs to be defined
 * (QSurfaceFormat::setStencilBufferSize()) for reflections to work.
 *
 * \sa reflectivity
 */
void QAbstract3DGraph::setReflection(bool enable)
{
    d_ptr->m_visualController->setReflection(enable);
}

bool QAbstract3DGraph::isReflection() const
{
    return d_ptr->m_visualController->reflection();
}

/*!
 * \property QAbstract3DGraph::reflectivity
 * \since QtDataVisualization 1.2
 *
 * \brief Floor reflectivity.
 *
 * Larger numbers make the floor more reflective. The valid range is \c{[0...1]}.
 * Defaults to \c{0.5}.
 *
 * \note Affects only Q3DBars.
 *
 * \sa reflection
 */
void QAbstract3DGraph::setReflectivity(qreal reflectivity)
{
    d_ptr->m_visualController->setReflectivity(reflectivity);
}

qreal QAbstract3DGraph::reflectivity() const
{
    return d_ptr->m_visualController->reflectivity();
}

/*!
 * \property QAbstract3DGraph::locale
 * \since QtDataVisualization 1.2
 *
 * \brief The locale used for formatting various numeric labels.
 *
 * Defaults to the \c{"C"} locale.
 *
 * \sa QValue3DAxis::labelFormat
 */
void QAbstract3DGraph::setLocale(const QLocale &locale)
{
    d_ptr->m_visualController->setLocale(locale);
}

QLocale QAbstract3DGraph::locale() const
{
    return d_ptr->m_visualController->locale();
}

/*!
 * \property QAbstract3DGraph::queriedGraphPosition
 * \since QtDataVisualization 1.2
 *
 * \brief The latest queried graph position values along each axis.
 *
 * This read-only property contains the results from
 * Q3DScene::graphPositionQuery. The values are normalized to the range \c{[-1, 1]}.
 * If the queried position was outside the graph bounds, the values
 * will not reflect the real position, but will instead indicate an undefined position outside
 * the range \c{[-1, 1]}. The value will be undefined until a query is made.
 *
 * There is no single correct 3D coordinate to match a particular screen position, so to be
 * consistent, the queries are always done against the inner sides of an invisible box surrounding
 * the graph.
 *
 * \note Bar graphs only allow querying graph position at the graph floor level,
 * so the y-value is always zero for bar graphs and the valid queries can be only made at
 * screen positions that contain the floor of the graph.
 *
 * \sa Q3DScene::graphPositionQuery
 */
QVector3D QAbstract3DGraph::queriedGraphPosition() const
{
    return d_ptr->m_visualController->queriedGraphPosition();
}

/*!
 * \property QAbstract3DGraph::margin
 * \since QtDataVisualization 1.2
 *
 * \brief The absolute value used for the space left between the edge of the
 * plottable graph area and the edge of the graph background.
 *
 * If the margin value is negative, the margins are determined automatically and can vary according
 * to the size of the items in the series and the type of the graph.
 * The value is interpreted as a fraction of the y-axis range if the graph
 * aspect ratios have not beed changed from the default values.
 * Defaults to \c{-1.0}.
 *
 * \note Setting a smaller margin for a scatter graph than the automatically
 * determined margin can cause the scatter items at the edges of the graph to
 * overlap with the graph background.
 *
 * \note On scatter and surface graphs, if the margin is small in comparison to the axis label
 * size, the positions of the edge labels of the axes are adjusted to avoid overlap with
 * the edge labels of the neighboring axes.
 */
void QAbstract3DGraph::setMargin(qreal margin)
{
    d_ptr->m_visualController->setMargin(margin);
}

qreal QAbstract3DGraph::margin() const
{
    return d_ptr->m_visualController->margin();
}

/*!
 * Returns \c{true} if the OpenGL context of the graph has been successfully initialized.
 * Trying to use a graph when the context initialization has failed typically results in a crash.
 * A common reason for a context initialization failure is lack of sufficient platform support
 * for OpenGL.
 */
bool QAbstract3DGraph::hasContext() const
{
    if (d_ptr->m_initialized)
        return true;
    else
        return false;
}

/*!
 * \internal
 */
bool QAbstract3DGraph::event(QEvent *event)
{
    switch (event->type()) {
    case QEvent::UpdateRequest:
        d_ptr->renderNow();
        return true;
    case QEvent::TouchBegin:
    case QEvent::TouchCancel:
    case QEvent::TouchUpdate:
    case QEvent::TouchEnd:
        d_ptr->m_visualController->touchEvent(static_cast<QTouchEvent *>(event));
        return true;
    default:
        return QWindow::event(event);
    }
}

/*!
 * \internal
 */
void QAbstract3DGraph::resizeEvent(QResizeEvent *event)
{
    Q_UNUSED(event);

    if (d_ptr->m_visualController) {
        Q3DScene *scene = d_ptr->m_visualController->scene();
        scene->d_ptr->setWindowSize(QSize(width(), height()));
        scene->d_ptr->setViewport(QRect(0, 0, width(), height()));
    }
}

/*!
 * \internal
 */
void QAbstract3DGraph::exposeEvent(QExposeEvent *event)
{
    Q_UNUSED(event);

    if (isExposed())
        d_ptr->renderNow();
}

/*!
 * \internal
 */
void QAbstract3DGraph::mouseDoubleClickEvent(QMouseEvent *event)
{
    d_ptr->m_visualController->mouseDoubleClickEvent(event);
}

/*!
 * \internal
 */
void QAbstract3DGraph::touchEvent(QTouchEvent *event)
{
    d_ptr->m_visualController->touchEvent(event);
}

/*!
 * \internal
 */
void QAbstract3DGraph::mousePressEvent(QMouseEvent *event)
{
    d_ptr->m_visualController->mousePressEvent(event, event->pos());
}

/*!
 * \internal
 */
void QAbstract3DGraph::mouseReleaseEvent(QMouseEvent *event)
{
    d_ptr->m_visualController->mouseReleaseEvent(event, event->pos());
}

/*!
 * \internal
 */
void QAbstract3DGraph::mouseMoveEvent(QMouseEvent *event)
{
    d_ptr->m_visualController->mouseMoveEvent(event, event->pos());
}

#if QT_CONFIG(wheelevent)
/*!
 * \internal
 */
void QAbstract3DGraph::wheelEvent(QWheelEvent *event)
{
    d_ptr->m_visualController->wheelEvent(event);
}
#endif

QAbstract3DGraphPrivate::QAbstract3DGraphPrivate(QAbstract3DGraph *q)
    : QObject(0),
      q_ptr(q),
      m_updatePending(false),
      m_visualController(0),
      m_devicePixelRatio(1.f),
      m_offscreenSurface(0),
      m_initialized(false)
{
}

QAbstract3DGraphPrivate::~QAbstract3DGraphPrivate()
{
    if (m_offscreenSurface) {
        m_offscreenSurface->destroy();
        delete m_offscreenSurface;
    }
    if (m_context)
        m_context->makeCurrent(q_ptr);

    delete m_visualController;
}

void QAbstract3DGraphPrivate::setVisualController(Abstract3DController *controller)
{
    m_visualController = controller;

    QObject::connect(m_visualController, &Abstract3DController::activeInputHandlerChanged, q_ptr,
                     &QAbstract3DGraph::activeInputHandlerChanged);
    QObject::connect(m_visualController, &Abstract3DController::activeThemeChanged, q_ptr,
                     &QAbstract3DGraph::activeThemeChanged);
    QObject::connect(m_visualController, &Abstract3DController::selectionModeChanged, q_ptr,
                     &QAbstract3DGraph::selectionModeChanged);
    QObject::connect(m_visualController, &Abstract3DController::shadowQualityChanged, q_ptr,
                     &QAbstract3DGraph::shadowQualityChanged);
    QObject::connect(m_visualController, &Abstract3DController::optimizationHintsChanged, q_ptr,
                     &QAbstract3DGraph::optimizationHintsChanged);
    QObject::connect(m_visualController, &Abstract3DController::elementSelected, q_ptr,
                     &QAbstract3DGraph::selectedElementChanged);

    QObject::connect(m_visualController, &Abstract3DController::needRender, this,
                     &QAbstract3DGraphPrivate::renderLater);

    QObject::connect(m_visualController, &Abstract3DController::axisXChanged, this,
                     &QAbstract3DGraphPrivate::handleAxisXChanged);
    QObject::connect(m_visualController, &Abstract3DController::axisYChanged, this,
                     &QAbstract3DGraphPrivate::handleAxisYChanged);
    QObject::connect(m_visualController, &Abstract3DController::axisZChanged, this,
                     &QAbstract3DGraphPrivate::handleAxisZChanged);

    QObject::connect(m_visualController, &Abstract3DController::measureFpsChanged, q_ptr,
                     &QAbstract3DGraph::measureFpsChanged);
    QObject::connect(m_visualController, &Abstract3DController::currentFpsChanged, q_ptr,
                     &QAbstract3DGraph::currentFpsChanged);

    QObject::connect(m_visualController, &Abstract3DController::orthoProjectionChanged, q_ptr,
                     &QAbstract3DGraph::orthoProjectionChanged);

    QObject::connect(m_visualController, &Abstract3DController::aspectRatioChanged, q_ptr,
                     &QAbstract3DGraph::aspectRatioChanged);
    QObject::connect(m_visualController, &Abstract3DController::polarChanged, q_ptr,
                     &QAbstract3DGraph::polarChanged);
    QObject::connect(m_visualController, &Abstract3DController::radialLabelOffsetChanged, q_ptr,
                     &QAbstract3DGraph::radialLabelOffsetChanged);
    QObject::connect(m_visualController, &Abstract3DController::horizontalAspectRatioChanged, q_ptr,
                     &QAbstract3DGraph::horizontalAspectRatioChanged);

    QObject::connect(m_visualController, &Abstract3DController::reflectionChanged, q_ptr,
                     &QAbstract3DGraph::reflectionChanged);
    QObject::connect(m_visualController, &Abstract3DController::reflectivityChanged, q_ptr,
                     &QAbstract3DGraph::reflectivityChanged);
    QObject::connect(m_visualController, &Abstract3DController::localeChanged, q_ptr,
                     &QAbstract3DGraph::localeChanged);
    QObject::connect(m_visualController, &Abstract3DController::queriedGraphPositionChanged, q_ptr,
                     &QAbstract3DGraph::queriedGraphPositionChanged);
    QObject::connect(m_visualController, &Abstract3DController::marginChanged, q_ptr,
                     &QAbstract3DGraph::marginChanged);
}

void QAbstract3DGraphPrivate::handleDevicePixelRatioChange()
{
    if (q_ptr->devicePixelRatio() == m_devicePixelRatio || !m_visualController)
        return;

    m_devicePixelRatio = q_ptr->devicePixelRatio();
    m_visualController->scene()->setDevicePixelRatio(m_devicePixelRatio);
}

void QAbstract3DGraphPrivate::render()
{
    handleDevicePixelRatioChange();
    m_visualController->synchDataToRenderer();
    m_visualController->render();
}

void QAbstract3DGraphPrivate::renderLater()
{
    if (!m_updatePending) {
        m_updatePending = true;
        QCoreApplication::postEvent(q_ptr, new QEvent(QEvent::UpdateRequest));
    }
}

void QAbstract3DGraphPrivate::renderNow()
{
    if (!q_ptr->isExposed())
        return;

    m_updatePending = false;

    m_context->makeCurrent(q_ptr);

    render();

    m_context->swapBuffers(q_ptr);
}

QImage QAbstract3DGraphPrivate::renderToImage(int msaaSamples, const QSize &imageSize)
{
    QImage image;
    QOpenGLFramebufferObject *fbo;
    QOpenGLFramebufferObjectFormat fboFormat;
    if (!m_offscreenSurface) {
        // Create an offscreen surface for rendering to images without rendering on screen
        m_offscreenSurface = new QOffscreenSurface(q_ptr->screen());
        m_offscreenSurface->setFormat(q_ptr->requestedFormat());
        m_offscreenSurface->create();
    }
    // Render the wanted frame offscreen
    m_context->makeCurrent(m_offscreenSurface);
    fboFormat.setAttachment(QOpenGLFramebufferObject::CombinedDepthStencil);
    if (!Utils::isOpenGLES()) {
        fboFormat.setInternalTextureFormat(GL_RGB);
        fboFormat.setSamples(msaaSamples);
    }
    fbo = new QOpenGLFramebufferObject(imageSize, fboFormat);
    if (fbo->isValid()) {
        QRect originalViewport = m_visualController->m_scene->viewport();
        m_visualController->m_scene->d_ptr->setWindowSize(imageSize);
        m_visualController->m_scene->d_ptr->setViewport(QRect(0, 0,
                                                              imageSize.width(),
                                                              imageSize.height()));
        m_visualController->synchDataToRenderer();
        fbo->bind();
        m_visualController->requestRender(fbo);
        image = fbo->toImage();
        fbo->release();
        m_visualController->m_scene->d_ptr->setWindowSize(originalViewport.size());
        m_visualController->m_scene->d_ptr->setViewport(originalViewport);
    }
    delete fbo;
    m_context->makeCurrent(q_ptr);

    return image;
}

QT_END_NAMESPACE
