Add a grey gradient background to the 3D chartm and tweak text color.
Conflicts: chart2/source/view/main/GL3DRenderer.cxx Change-Id: I8b74a1e7f32c30b6a908c0870bbeacc00cdea444
This commit is contained in:
committed by
Markus Mohrhard
parent
538c13f3d1
commit
2e2d7d8b6f
@@ -190,6 +190,7 @@ public:
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private:
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void MoveModelf(PosVecf3& trans,PosVecf3& angle,PosVecf3& scale);
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void ClearBuffer();
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void RenderPolygon3DObject();
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void RenderLine3D(Polygon3DInfo &polygon);
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void RenderPolygon3D(Polygon3DInfo &polygon);
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@@ -77,7 +77,11 @@ const TextCacheItem& TextCache::getText(OUString const & rText)
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VirtualDevice aDevice(*Application::GetDefaultDevice(), 0, 0);
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Font aFont = aDevice.GetFont();
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aFont.SetSize(Size(0, 96));
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aFont.SetColor(COL_BLACK);
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static bool bOldRender = getenv("OLDRENDER");
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if (bOldRender)
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aFont.SetColor(COL_BLACK);
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else
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aFont.SetColor(COL_GREEN); // RGB_COLORDATA(0xf0, 0xf0, 0xf0));
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aDevice.SetFont(aFont);
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aDevice.Erase();
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@@ -253,10 +253,7 @@ void OpenGL3DRenderer::init()
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glEnable(GL_MULTISAMPLE);
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glClearColor (1.0, 1.0, 1.0, 1.0);
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glClear(GL_COLOR_BUFFER_BIT);
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glClearDepth(1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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ClearBuffer();
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glGenBuffers(1, &m_CubeVertexBuf);
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glGenBuffers(1, &m_CubeNormalBuf);
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@@ -1693,12 +1690,42 @@ void OpenGL3DRenderer::CreateSceneBoxView()
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m_CameraInfo.cameraUp);
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}
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void OpenGL3DRenderer::ClearBuffer()
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{
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static bool bOldRender = getenv("OLDRENDER");
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if (!bOldRender) // gradient background
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{
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_LIGHTING);
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glClearDepth(1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glBegin (GL_QUADS);
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glColor3f(0.3,0.3,0.3);
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glVertex3f (-1.0f, -1.0f, -1.0f);
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glVertex3f (1.0f, -1.0f, -1.0f);
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glColor3f(0.0,0.0,0.0);
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glVertex3f (1.0f, 1.0f, -1.0f);
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glVertex3f (-1.0f, 1.0f, -1.0f);
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glEnd ();
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glEnable(GL_LIGHTING);
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glEnable(GL_DEPTH_TEST);
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}
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else
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{
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glClearDepth(1.0f);
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glClearColor (1.0, 0.5, 0.5, 1.0);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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}
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}
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void OpenGL3DRenderer::ProcessUnrenderedShape(bool bNewScene)
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{
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glViewport(0, 0, m_iWidth, m_iHeight);
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glClearDepth(1.0f);
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glClearColor(1.0, 1.0, 1.0, 1.0);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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ClearBuffer();
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CreateSceneBoxView();
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//Polygon
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RenderPolygon3DObject();
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