Format GL3DRenderer code

Add function Dynamic calculation of view matrix

Change-Id: I927cf9a8124ddf81830d8fef4508dae8697d7fc6
This commit is contained in:
xukai 2014-04-29 17:44:16 +08:00 committed by Markus Mohrhard
parent 50d100f4ac
commit 489b472d26
2 changed files with 127 additions and 69 deletions

View File

@ -141,6 +141,17 @@ struct PackedVertex{
};
};
typedef struct SceneBox
{
float maxXCoord;
float minXCoord;
float maxYCoord;
float minYCoord;
float maxZCoord;
float minZCoord;
}SceneBox;
class OpenGL3DRenderer : public IOpenGLInfoProvider
{
public:
@ -167,34 +178,34 @@ public:
double GetTime();
void SetFPS(float fps);
void SetClickPos(Point aMPos);
int RenderClickPos(Point aMPos);
void RenderClickPos(Point aMPos);
private:
int MoveModelf(PosVecf3 trans, PosVecf3 angle, PosVecf3 scale);
void MoveModelf(PosVecf3& trans,PosVecf3& angle,PosVecf3& scale);
void GetFreq();
int RenderPolygon3DObject();
int RenderLine3D(Polygon3DInfo &polygon);
int RenderPolygon3D(Polygon3DInfo &polygon);
int Init3DUniformBlock();
int Update3DUniformBlock();
int RenderExtrude3DObject();
int RenderFPS(float fps);
int RenderText(const ::rtl::OUString& string, com::sun::star::awt::Point aPos);
int RenderExtrudeSurface(const Extrude3DInfo& extrude3D);
int RenderExtrudeTopSurface(const Extrude3DInfo& extrude3D);
int RenderExtrudeMiddleSurface(const Extrude3DInfo& extrude3D);
int RenderExtrudeBottomSurface(const Extrude3DInfo& extrude3D);
int RenderExtrudeFlatSurface(const Extrude3DInfo& extrude3D, int surIndex);
int ProcessUnrenderedShape();
void RenderPolygon3DObject();
void RenderLine3D(Polygon3DInfo &polygon);
void RenderPolygon3D(Polygon3DInfo &polygon);
void Init3DUniformBlock();
void Update3DUniformBlock();
void RenderExtrude3DObject();
void RenderFPS(float fps);
void RenderText(const ::rtl::OUString& string, com::sun::star::awt::Point aPos);
void RenderExtrudeSurface(const Extrude3DInfo& extrude3D);
void RenderExtrudeTopSurface(const Extrude3DInfo& extrude3D);
void RenderExtrudeMiddleSurface(const Extrude3DInfo& extrude3D);
void RenderExtrudeBottomSurface(const Extrude3DInfo& extrude3D);
void RenderExtrudeFlatSurface(const Extrude3DInfo& extrude3D, int surIndex);
void ProcessUnrenderedShape();
glm::vec4 GetColorByIndex(int index);
sal_uInt32 GetIndexByColor(sal_uInt32 r, sal_uInt32 g, sal_uInt32 b);
int ProcessPickingBox();
void ProcessPickingBox();
int ProcessExtrude3DPickingBox();
void RenderCoordinateAxis();
int AddVertexData(GLuint vertexBuf);
int AddNormalData(GLuint normalBuf);
int AddIndexData(GLuint indexBuf);
void AddVertexData(GLuint vertexBuf);
void AddNormalData(GLuint normalBuf);
void AddIndexData(GLuint indexBuf);
bool GetSimilarVertexIndex(PackedVertex & packed,
std::map<PackedVertex,unsigned short> & VertexToOutIndex,
unsigned short & result
@ -207,6 +218,7 @@ private:
void CreateActualRoundedCube(float fRadius, int iSubDivY, int iSubDivZ, float width, float height, float depth);
int GenerateRoundCornerBar(std::vector<glm::vec3> &vertices, std::vector<glm::vec3> &normals, float fRadius, int iSubDivY,
int iSubDivZ, float width, float height, float depth);
void CreateSceneBoxView();
private:
// Projection matrix : default 45 degree Field of View, 4:3 ratio, display range : 0.1 unit <-> 100 units
glm::mat4 m_Projection;
@ -316,6 +328,12 @@ private:
//TODO: moggi: kill the following parts
// don't add anything below or I will remove it
size_t m_iPointNum;
SceneBox m_SenceBox;
float m_fViewAngle;
float m_fHeightWeight;
};
}

View File

@ -87,8 +87,15 @@ OpenGL3DRenderer::OpenGL3DRenderer():
m_Extrude3DInfo.startIndex[i] = m_RoundBarMesh.iElementStartIndices[i];
m_Extrude3DInfo.size[i] = m_RoundBarMesh.iElementSizes[i];
}
m_fViewAngle = 30.0f;
m_SenceBox.maxXCoord = -1.0 * FLT_MAX;
m_SenceBox.minXCoord = FLT_MAX;
m_SenceBox.maxYCoord = -1.0 * FLT_MAX;
m_SenceBox.minYCoord = FLT_MAX;
m_SenceBox.maxZCoord = -1.0 * FLT_MAX;
m_SenceBox.minZCoord = FLT_MAX;
m_uiSelectFrameCounter = 0;
m_fHeightWeight = 1.0f;
}
void OpenGL3DRenderer::LoadShaders()
@ -135,31 +142,28 @@ void OpenGL3DRenderer::init()
m_3DProjection = glm::perspective(30.0f, (float)m_iWidth / (float)m_iHeight, 0.01f, 2000.0f);
}
int OpenGL3DRenderer::AddVertexData(GLuint vertexBuf)
void OpenGL3DRenderer::AddVertexData(GLuint vertexBuf)
{
glBindBuffer(GL_ARRAY_BUFFER, vertexBuf);
glBufferData(GL_ARRAY_BUFFER, m_Vertices.size() * sizeof(glm::vec3), &m_Vertices[0], GL_STATIC_DRAW);
CHECK_GL_ERROR();
glBindBuffer(GL_ARRAY_BUFFER, 0);
return 0;
}
int OpenGL3DRenderer::AddNormalData(GLuint normalBuf)
void OpenGL3DRenderer::AddNormalData(GLuint normalBuf)
{
glBindBuffer(GL_ARRAY_BUFFER, normalBuf);
glBufferData(GL_ARRAY_BUFFER, m_Normals.size() * sizeof(glm::vec3), &m_Normals[0], GL_STATIC_DRAW);
CHECK_GL_ERROR();
glBindBuffer(GL_ARRAY_BUFFER, 0);
return 0;
}
int OpenGL3DRenderer::AddIndexData(GLuint indexBuf)
void OpenGL3DRenderer::AddIndexData(GLuint indexBuf)
{
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuf);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, m_Indeices.size() * sizeof(unsigned short), &m_Indeices[0], GL_STATIC_DRAW);
CHECK_GL_ERROR();
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
return 0;
}
bool OpenGL3DRenderer::GetSimilarVertexIndex(PackedVertex & packed,
@ -559,7 +563,7 @@ double OpenGL3DRenderer::GetTime()
return 0;
}
int OpenGL3DRenderer::RenderLine3D(Polygon3DInfo &polygon)
void OpenGL3DRenderer::RenderLine3D(Polygon3DInfo &polygon)
{
size_t listNum = polygon.verticesList.size();
glUseProgram(m_CommonProID);
@ -569,7 +573,7 @@ int OpenGL3DRenderer::RenderLine3D(Polygon3DInfo &polygon)
Vertices3D *pointList = polygon.verticesList.front();
PosVecf3 trans = {0.0f, 0, 0.0};
PosVecf3 angle = {0.0f, 0.0f, 0.0f};
PosVecf3 scale = {1.0f, 1.0f, 1.0f};
PosVecf3 scale = {1.0f, m_fHeightWeight, 1.0f};
MoveModelf(trans, angle, scale);
m_3DMVP = m_3DProjection * m_3DView * m_D3DTrasform;
@ -602,17 +606,16 @@ int OpenGL3DRenderer::RenderLine3D(Polygon3DInfo &polygon)
polygon.verticesList.pop_front();
}
glUseProgram(0);
return 0;
}
int OpenGL3DRenderer::RenderPolygon3D(Polygon3DInfo &polygon)
void OpenGL3DRenderer::RenderPolygon3D(Polygon3DInfo &polygon)
{
size_t verticesNum = polygon.verticesList.size();
size_t normalsNum = polygon.normalsList.size();
//check whether the number of vertices and normals are equal
if (verticesNum != normalsNum)
{
return -1;
return ;
}
//update ubo
Update3DUniformBlock();
@ -630,7 +633,7 @@ int OpenGL3DRenderer::RenderPolygon3D(Polygon3DInfo &polygon)
Normals3D *normalList = polygon.normalsList.front();
PosVecf3 trans = {0.0f, 0.0f, 0.0};
PosVecf3 angle = {0.0f, 0.0f, 0.0f};
PosVecf3 scale = {1.0f, 1.0f, 1.0f};
PosVecf3 scale = {1.0f, m_fHeightWeight, 1.0f};
MoveModelf(trans, angle, scale);
glm::mat3 normalMatrix(m_Model);
glm::mat3 normalInverseTranspos = glm::inverseTranspose(normalMatrix);
@ -678,14 +681,13 @@ int OpenGL3DRenderer::RenderPolygon3D(Polygon3DInfo &polygon)
polygon.normalsList.pop_front();
}
glUseProgram(0);
return 0;
}
int OpenGL3DRenderer::RenderPolygon3DObject()
void OpenGL3DRenderer::RenderPolygon3DObject()
{
if (!m_bCameraUpdated)
{
return 0;
return;
}
glDepthMask(GL_FALSE);
size_t polygonNum = m_Polygon3DInfoList.size();
@ -704,7 +706,7 @@ int OpenGL3DRenderer::RenderPolygon3DObject()
m_Polygon3DInfoList.pop_front();
}
glDepthMask(GL_TRUE);
return 0;
return;
}
void OpenGL3DRenderer::Set3DSenceInfo(const glm::vec3& cameraUp, const glm::mat4& D3DTrasform, bool twoSidesLighting, sal_Int32 color)
@ -786,6 +788,21 @@ void OpenGL3DRenderer::EndAddShapePolygon3DObject()
void OpenGL3DRenderer::AddPolygon3DObjectNormalPoint(float x, float y, float z)
{
float actualX = x - (float)m_iWidth / 2;
float actualY = y - (float)m_iHeight / 2;
float actualZ = z;
float maxCoord = std::max(actualX, std::max(actualY, actualZ));
m_fZmax = std::max(maxCoord, m_fZmax);
m_Polygon3DInfo.vertices->push_back(glm::vec3(actualX, -actualY, actualZ));
m_SenceBox.maxXCoord = std::max(m_SenceBox.maxXCoord, actualX);
m_SenceBox.minXCoord = std::min(m_SenceBox.minXCoord, actualX);
m_SenceBox.maxYCoord = std::max(m_SenceBox.maxYCoord, actualY);
m_SenceBox.minYCoord = std::min(m_SenceBox.minYCoord, actualY);
m_SenceBox.maxZCoord = std::max(m_SenceBox.maxZCoord, actualZ);
m_SenceBox.minZCoord = std::min(m_SenceBox.minZCoord, actualZ);
if (m_Polygon3DInfo.fillStyle)
{
if (!m_Polygon3DInfo.normals)
@ -927,14 +944,14 @@ void OpenGL3DRenderer::EndAddExtrude3DObjectPoint()
m_iPointNum = 0;
}
int OpenGL3DRenderer::Init3DUniformBlock()
void OpenGL3DRenderer::Init3DUniformBlock()
{
GLuint a3DLightBlockIndex = glGetUniformBlockIndex(m_3DProID, "GlobalLights");
GLuint a3DMaterialBlockIndex = glGetUniformBlockIndex(m_3DProID, "GlobalMaterialParameters");
if ((GL_INVALID_INDEX == a3DLightBlockIndex) || (GL_INVALID_INDEX == a3DMaterialBlockIndex))
{
return -1;
return;
}
int nUniformBufferAlignSize = 0;
glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &nUniformBufferAlignSize);
@ -958,10 +975,9 @@ int OpenGL3DRenderer::Init3DUniformBlock()
//for the light source uniform, we must calc the offset of each element
CHECK_GL_ERROR();
glBindBuffer(GL_UNIFORM_BUFFER, 0);
return 0;
}
int OpenGL3DRenderer::Update3DUniformBlock()
void OpenGL3DRenderer::Update3DUniformBlock()
{
glBindBuffer(GL_UNIFORM_BUFFER, m_3DUBOBuffer);
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(GLint), &m_LightsInfo.lightNum);
@ -973,10 +989,9 @@ int OpenGL3DRenderer::Update3DUniformBlock()
glBufferSubData(GL_UNIFORM_BUFFER, 32, sizeof(LightSource) * MAX_LIGHT_NUM, &m_LightsInfo.light);
CHECK_GL_ERROR();
glBindBuffer(GL_UNIFORM_BUFFER, 0);
return 0;
}
int OpenGL3DRenderer::RenderExtrudeFlatSurface(const Extrude3DInfo& extrude3D, int surIndex)
void OpenGL3DRenderer::RenderExtrudeFlatSurface(const Extrude3DInfo& extrude3D, int surIndex)
{
float xzScale = extrude3D.xRange[1] - extrude3D.xRange[0];
PosVecf3 trans = {extrude3D.xTransform,//m_Extrude3DInfo.xTransform + 140,
@ -990,10 +1005,9 @@ int OpenGL3DRenderer::RenderExtrudeFlatSurface(const Extrude3DInfo& extrude3D, i
glUniformMatrix4fv(m_3DModelID, 1, GL_FALSE, &m_Model[0][0]);
glUniformMatrix3fv(m_3DNormalMatrixID, 1, GL_FALSE, &normalInverseTranspos[0][0]);
glDrawElements(GL_TRIANGLES, extrude3D.size[surIndex], GL_UNSIGNED_SHORT, &extrude3D.startIndex[surIndex]);
return 0;
}
int OpenGL3DRenderer::RenderExtrudeBottomSurface(const Extrude3DInfo& extrude3D)
void OpenGL3DRenderer::RenderExtrudeBottomSurface(const Extrude3DInfo& extrude3D)
{
float xzScale = extrude3D.xRange[1] - extrude3D.xRange[0];
float yScale = extrude3D.yRange[1] - extrude3D.yRange[0];
@ -1022,10 +1036,9 @@ int OpenGL3DRenderer::RenderExtrudeBottomSurface(const Extrude3DInfo& extrude3D)
glUniformMatrix4fv(m_3DModelID, 1, GL_FALSE, &m_Model[0][0]);
glUniformMatrix3fv(m_3DNormalMatrixID, 1, GL_FALSE, &normalInverseTranspos[0][0]);
glDrawElements(GL_TRIANGLES, extrude3D.size[BOTTOM_SURFACE], GL_UNSIGNED_SHORT, &extrude3D.startIndex[BOTTOM_SURFACE]);
return 0;
}
int OpenGL3DRenderer::RenderExtrudeMiddleSurface(const Extrude3DInfo& extrude3D)
void OpenGL3DRenderer::RenderExtrudeMiddleSurface(const Extrude3DInfo& extrude3D)
{
float xzScale = extrude3D.xRange[1] - extrude3D.xRange[0];
float yScale = extrude3D.yRange[1] - extrude3D.yRange[0];
@ -1039,7 +1052,7 @@ int OpenGL3DRenderer::RenderExtrudeMiddleSurface(const Extrude3DInfo& extrude3D)
// yScale /= (float)(1 + BOTTOM_THRESHOLD);
// PosVecf3 scale = {xzScale, yScale, xzScale};
// MoveModelf(trans, angle, scale);
return 0;
return ;
}
else
{
@ -1058,10 +1071,9 @@ int OpenGL3DRenderer::RenderExtrudeMiddleSurface(const Extrude3DInfo& extrude3D)
glUniformMatrix4fv(m_3DModelID, 1, GL_FALSE, &m_Model[0][0]);
glUniformMatrix3fv(m_3DNormalMatrixID, 1, GL_FALSE, &normalInverseTranspos[0][0]);
glDrawElements(GL_TRIANGLES, extrude3D.size[MIDDLE_SURFACE], GL_UNSIGNED_SHORT, &extrude3D.startIndex[MIDDLE_SURFACE]);
return 0;
}
int OpenGL3DRenderer::RenderExtrudeTopSurface(const Extrude3DInfo& extrude3D)
void OpenGL3DRenderer::RenderExtrudeTopSurface(const Extrude3DInfo& extrude3D)
{
float xzScale = extrude3D.xRange[1] - extrude3D.xRange[0];
float yScale = extrude3D.yRange[1] - extrude3D.yRange[0];
@ -1096,10 +1108,9 @@ int OpenGL3DRenderer::RenderExtrudeTopSurface(const Extrude3DInfo& extrude3D)
glUniformMatrix3fv(m_3DNormalMatrixID, 1, GL_FALSE, &normalInverseTranspos[0][0]);
glDrawElements(GL_TRIANGLES, extrude3D.size[TOP_SURFACE], GL_UNSIGNED_SHORT, &extrude3D.startIndex[TOP_SURFACE]);
RenderExtrudeFlatSurface(extrude3D, FLAT_BOTTOM_SURFACE);
return 0;
}
int OpenGL3DRenderer::RenderExtrudeSurface(const Extrude3DInfo& extrude3D)
void OpenGL3DRenderer::RenderExtrudeSurface(const Extrude3DInfo& extrude3D)
{
glUniformMatrix4fv(m_3DViewID, 1, GL_FALSE, &m_3DView[0][0]);
glUniformMatrix4fv(m_3DProjectionID, 1, GL_FALSE, &m_3DProjection[0][0]);
@ -1115,10 +1126,9 @@ int OpenGL3DRenderer::RenderExtrudeSurface(const Extrude3DInfo& extrude3D)
RenderExtrudeTopSurface(extrude3D);
RenderExtrudeFlatSurface(extrude3D, FLAT_BOTTOM_SURFACE);
}
return 0;
}
int OpenGL3DRenderer::RenderExtrude3DObject()
void OpenGL3DRenderer::RenderExtrude3DObject()
{
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
@ -1152,6 +1162,9 @@ int OpenGL3DRenderer::RenderExtrude3DObject()
for (size_t i = 0; i < extrude3DNum; i++)
{
Extrude3DInfo extrude3DInfo = m_Extrude3DList[i];
extrude3DInfo.yTransform *= m_fHeightWeight;
extrude3DInfo.yRange[0] *= m_fHeightWeight;
extrude3DInfo.yRange[1] *= m_fHeightWeight;
glBindBuffer(GL_UNIFORM_BUFFER, m_3DUBOBuffer);
glBufferSubData(GL_UNIFORM_BUFFER, m_3DActualSizeLight, sizeof(Material), &extrude3DInfo.material);
CHECK_GL_ERROR();
@ -1165,7 +1178,6 @@ int OpenGL3DRenderer::RenderExtrude3DObject()
glUseProgram(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glDisable(GL_CULL_FACE);
return 0;
}
void OpenGL3DRenderer::SetFPS(float fps)
@ -1178,7 +1190,7 @@ void OpenGL3DRenderer::SetClickPos(Point aMPos)
m_aMPos = aMPos;
}
int OpenGL3DRenderer::RenderText(const ::rtl::OUString& , awt::Point )
void OpenGL3DRenderer::RenderText(const ::rtl::OUString& , awt::Point )
{
//TODO: moggi: disabled for now
/*
@ -1204,19 +1216,17 @@ int OpenGL3DRenderer::RenderText(const ::rtl::OUString& , awt::Point )
CreateTextTexture(string, aFont, 0xFF0000, aPos, aSize, 0);
RenderTextShape();
*/
return 0;
}
int OpenGL3DRenderer::RenderFPS(float fps)
void OpenGL3DRenderer::RenderFPS(float fps)
{
//use width and height to get the position
::rtl::OUString stringFps = ::rtl::OUString("fps ") + ::rtl::OUString::number(fps);
awt::Point aPos(0,0);
RenderText(stringFps, aPos);
return 0;
}
int OpenGL3DRenderer::RenderClickPos(Point aMPos)
void OpenGL3DRenderer::RenderClickPos(Point aMPos)
{
//use width and height to get the position
::rtl::OUString stringPos = ::rtl::OUString("(") +
@ -1226,10 +1236,38 @@ int OpenGL3DRenderer::RenderClickPos(Point aMPos)
::rtl::OUString(")");
awt::Point aPos(aMPos.X(), aMPos.Y());
RenderText(stringPos, aPos);
return 0;
}
int OpenGL3DRenderer::ProcessUnrenderedShape()
void OpenGL3DRenderer::CreateSceneBoxView()
{
float senceBoxWidth = m_SenceBox.maxXCoord - m_SenceBox.minXCoord;
float senceBoxHeight = m_SenceBox.maxYCoord - m_SenceBox.minYCoord;
float senceBoxDepth = m_SenceBox.maxZCoord - m_SenceBox.minZCoord;
float distanceZ = m_SenceBox.maxZCoord + senceBoxWidth / 2 / tan(m_fViewAngle * GL_PI / 180.0f);
float veriticalAngle = atan((float)m_iHeight / (float)m_iWidth);
float distance = distanceZ / cos(veriticalAngle);
float horizontalAngle = 0;
m_fHeightWeight = senceBoxWidth * (float)m_iHeight / (float)m_iWidth / senceBoxHeight;
m_SenceBox.maxYCoord *= m_fHeightWeight;
m_SenceBox.minYCoord *= m_fHeightWeight;
m_CameraInfo.cameraOrg = glm::vec3(m_SenceBox.minXCoord + senceBoxWidth / 2,
-m_SenceBox.minYCoord - senceBoxHeight * m_fHeightWeight/ 2,
m_SenceBox.minZCoord + senceBoxDepth / 2);
//update the camera position and org
m_CameraInfo.cameraPos.x = m_CameraInfo.cameraOrg.x + distance * cos(veriticalAngle) * sin(horizontalAngle);
m_CameraInfo.cameraPos.z = m_CameraInfo.cameraOrg.z + distance * cos(veriticalAngle) * cos(horizontalAngle);
m_CameraInfo.cameraPos.y = m_CameraInfo.cameraOrg.y - distance * sin(veriticalAngle);
m_3DView = glm::lookAt(m_CameraInfo.cameraPos, // Camera is at (0,0,3), in World Space
m_CameraInfo.cameraOrg, // and looks at the origin
m_CameraInfo.cameraUp // Head is up (set to 0,-1,0 to look upside-down)
);
m_3DViewBack = m_3DView;
m_bCameraUpdated = true;
}
void OpenGL3DRenderer::ProcessUnrenderedShape()
{
//Polygon
RenderPolygon3DObject();
@ -1237,7 +1275,6 @@ int OpenGL3DRenderer::ProcessUnrenderedShape()
RenderExtrude3DObject();
//render the axis
RenderCoordinateAxis();
return 0;
}
glm::vec4 OpenGL3DRenderer::GetColorByIndex(int index)
@ -1253,7 +1290,7 @@ sal_uInt32 OpenGL3DRenderer::GetIndexByColor(sal_uInt32 r, sal_uInt32 g, sal_uIn
return r | (g << 8) | (b << 16);
}
int OpenGL3DRenderer::ProcessPickingBox()
void OpenGL3DRenderer::ProcessPickingBox()
{
glViewport(0, 0, m_iWidth, m_iHeight);
glBindFramebuffer(GL_FRAMEBUFFER, m_FboID[1]);
@ -1262,10 +1299,9 @@ int OpenGL3DRenderer::ProcessPickingBox()
if(ProcessExtrude3DPickingBox() == 1)
{
//the picked object has been processed, return
return 0;
return ;
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
return 0;
}
int OpenGL3DRenderer::ProcessExtrude3DPickingBox()
@ -1288,6 +1324,9 @@ int OpenGL3DRenderer::ProcessExtrude3DPickingBox()
for (unsigned int i = 0; i < m_Extrude3DList.size(); i++)
{
extrude3DInfo = m_Extrude3DList[i];
extrude3DInfo.yTransform *= m_fHeightWeight;
extrude3DInfo.yRange[0] *= m_fHeightWeight;
extrude3DInfo.yRange[1] *= m_fHeightWeight;
PosVecf3 trans = {extrude3DInfo.xTransform,//m_Extrude3DInfo.xTransform + 140,
-extrude3DInfo.yTransform,
extrude3DInfo.zTransform};
@ -1339,6 +1378,9 @@ int OpenGL3DRenderer::ProcessExtrude3DPickingBox()
float veriticalAngle = GL_PI / 3.25f;
float horizontalAngle = GL_PI / 6.0f;
extrude3DInfo = m_Extrude3DList[selectID];
extrude3DInfo.yTransform *= m_fHeightWeight;
extrude3DInfo.yRange[0] *= m_fHeightWeight;
extrude3DInfo.yRange[1] *= m_fHeightWeight;
int reverse = extrude3DInfo.yRange[0] > extrude3DInfo.yRange[1] ? 1 : -1;
m_CameraInfo.cameraOrg = glm::vec3(extrude3DInfo.xTransform + (extrude3DInfo.xRange[1] - extrude3DInfo.xRange[0]) / 2,
-extrude3DInfo.yTransform + (extrude3DInfo.yRange[1] - extrude3DInfo.yRange[0]) *reverse,
@ -1399,16 +1441,14 @@ void OpenGL3DRenderer::RenderCoordinateAxis()
glDisableVertexAttribArray(m_2DVertexID);
glDisable(GL_POLYGON_OFFSET_FILL);
glUseProgram(0);
return;
}
int OpenGL3DRenderer::MoveModelf(PosVecf3 trans, PosVecf3 angle, PosVecf3 scale)
void OpenGL3DRenderer::MoveModelf(PosVecf3& trans,PosVecf3& angle,PosVecf3& scale)
{
glm::mat4 aTranslationMatrix = glm::translate(glm::vec3(trans.x, trans.y, trans.z));
glm::mat4 aScaleMatrix = glm::scale(glm::vec3(scale.x, scale.y, scale.z));
glm::mat4 aRotationMatrix = glm::eulerAngleYXZ(angle.y, angle.x, angle.z);
m_Model = aTranslationMatrix * aRotationMatrix * aScaleMatrix;
return 0;
}
}