Format GL3DRenderer code
Add function Dynamic calculation of view matrix Change-Id: I927cf9a8124ddf81830d8fef4508dae8697d7fc6
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@ -141,6 +141,17 @@ struct PackedVertex{
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};
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};
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typedef struct SceneBox
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{
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float maxXCoord;
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float minXCoord;
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float maxYCoord;
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float minYCoord;
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float maxZCoord;
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float minZCoord;
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}SceneBox;
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class OpenGL3DRenderer : public IOpenGLInfoProvider
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{
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public:
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@ -167,34 +178,34 @@ public:
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double GetTime();
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void SetFPS(float fps);
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void SetClickPos(Point aMPos);
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int RenderClickPos(Point aMPos);
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void RenderClickPos(Point aMPos);
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private:
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int MoveModelf(PosVecf3 trans, PosVecf3 angle, PosVecf3 scale);
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void MoveModelf(PosVecf3& trans,PosVecf3& angle,PosVecf3& scale);
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void GetFreq();
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int RenderPolygon3DObject();
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int RenderLine3D(Polygon3DInfo &polygon);
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int RenderPolygon3D(Polygon3DInfo &polygon);
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int Init3DUniformBlock();
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int Update3DUniformBlock();
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int RenderExtrude3DObject();
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int RenderFPS(float fps);
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int RenderText(const ::rtl::OUString& string, com::sun::star::awt::Point aPos);
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int RenderExtrudeSurface(const Extrude3DInfo& extrude3D);
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int RenderExtrudeTopSurface(const Extrude3DInfo& extrude3D);
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int RenderExtrudeMiddleSurface(const Extrude3DInfo& extrude3D);
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int RenderExtrudeBottomSurface(const Extrude3DInfo& extrude3D);
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int RenderExtrudeFlatSurface(const Extrude3DInfo& extrude3D, int surIndex);
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int ProcessUnrenderedShape();
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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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void Init3DUniformBlock();
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void Update3DUniformBlock();
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void RenderExtrude3DObject();
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void RenderFPS(float fps);
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void RenderText(const ::rtl::OUString& string, com::sun::star::awt::Point aPos);
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void RenderExtrudeSurface(const Extrude3DInfo& extrude3D);
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void RenderExtrudeTopSurface(const Extrude3DInfo& extrude3D);
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void RenderExtrudeMiddleSurface(const Extrude3DInfo& extrude3D);
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void RenderExtrudeBottomSurface(const Extrude3DInfo& extrude3D);
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void RenderExtrudeFlatSurface(const Extrude3DInfo& extrude3D, int surIndex);
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void ProcessUnrenderedShape();
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glm::vec4 GetColorByIndex(int index);
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sal_uInt32 GetIndexByColor(sal_uInt32 r, sal_uInt32 g, sal_uInt32 b);
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int ProcessPickingBox();
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void ProcessPickingBox();
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int ProcessExtrude3DPickingBox();
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void RenderCoordinateAxis();
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int AddVertexData(GLuint vertexBuf);
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int AddNormalData(GLuint normalBuf);
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int AddIndexData(GLuint indexBuf);
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void AddVertexData(GLuint vertexBuf);
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void AddNormalData(GLuint normalBuf);
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void AddIndexData(GLuint indexBuf);
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bool GetSimilarVertexIndex(PackedVertex & packed,
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std::map<PackedVertex,unsigned short> & VertexToOutIndex,
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unsigned short & result
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@ -207,6 +218,7 @@ private:
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void CreateActualRoundedCube(float fRadius, int iSubDivY, int iSubDivZ, float width, float height, float depth);
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int GenerateRoundCornerBar(std::vector<glm::vec3> &vertices, std::vector<glm::vec3> &normals, float fRadius, int iSubDivY,
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int iSubDivZ, float width, float height, float depth);
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void CreateSceneBoxView();
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private:
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// Projection matrix : default 45 degree Field of View, 4:3 ratio, display range : 0.1 unit <-> 100 units
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glm::mat4 m_Projection;
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@ -316,6 +328,12 @@ private:
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//TODO: moggi: kill the following parts
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// don't add anything below or I will remove it
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size_t m_iPointNum;
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SceneBox m_SenceBox;
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float m_fViewAngle;
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float m_fHeightWeight;
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};
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}
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@ -87,8 +87,15 @@ OpenGL3DRenderer::OpenGL3DRenderer():
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m_Extrude3DInfo.startIndex[i] = m_RoundBarMesh.iElementStartIndices[i];
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m_Extrude3DInfo.size[i] = m_RoundBarMesh.iElementSizes[i];
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}
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m_fViewAngle = 30.0f;
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m_SenceBox.maxXCoord = -1.0 * FLT_MAX;
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m_SenceBox.minXCoord = FLT_MAX;
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m_SenceBox.maxYCoord = -1.0 * FLT_MAX;
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m_SenceBox.minYCoord = FLT_MAX;
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m_SenceBox.maxZCoord = -1.0 * FLT_MAX;
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m_SenceBox.minZCoord = FLT_MAX;
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m_uiSelectFrameCounter = 0;
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m_fHeightWeight = 1.0f;
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}
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void OpenGL3DRenderer::LoadShaders()
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@ -135,31 +142,28 @@ void OpenGL3DRenderer::init()
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m_3DProjection = glm::perspective(30.0f, (float)m_iWidth / (float)m_iHeight, 0.01f, 2000.0f);
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}
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int OpenGL3DRenderer::AddVertexData(GLuint vertexBuf)
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void OpenGL3DRenderer::AddVertexData(GLuint vertexBuf)
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{
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glBindBuffer(GL_ARRAY_BUFFER, vertexBuf);
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glBufferData(GL_ARRAY_BUFFER, m_Vertices.size() * sizeof(glm::vec3), &m_Vertices[0], GL_STATIC_DRAW);
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CHECK_GL_ERROR();
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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return 0;
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}
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int OpenGL3DRenderer::AddNormalData(GLuint normalBuf)
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void OpenGL3DRenderer::AddNormalData(GLuint normalBuf)
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{
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glBindBuffer(GL_ARRAY_BUFFER, normalBuf);
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glBufferData(GL_ARRAY_BUFFER, m_Normals.size() * sizeof(glm::vec3), &m_Normals[0], GL_STATIC_DRAW);
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CHECK_GL_ERROR();
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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return 0;
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}
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int OpenGL3DRenderer::AddIndexData(GLuint indexBuf)
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void OpenGL3DRenderer::AddIndexData(GLuint indexBuf)
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{
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuf);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, m_Indeices.size() * sizeof(unsigned short), &m_Indeices[0], GL_STATIC_DRAW);
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CHECK_GL_ERROR();
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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return 0;
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}
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bool OpenGL3DRenderer::GetSimilarVertexIndex(PackedVertex & packed,
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@ -559,7 +563,7 @@ double OpenGL3DRenderer::GetTime()
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return 0;
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}
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int OpenGL3DRenderer::RenderLine3D(Polygon3DInfo &polygon)
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void OpenGL3DRenderer::RenderLine3D(Polygon3DInfo &polygon)
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{
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size_t listNum = polygon.verticesList.size();
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glUseProgram(m_CommonProID);
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@ -569,7 +573,7 @@ int OpenGL3DRenderer::RenderLine3D(Polygon3DInfo &polygon)
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Vertices3D *pointList = polygon.verticesList.front();
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PosVecf3 trans = {0.0f, 0, 0.0};
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PosVecf3 angle = {0.0f, 0.0f, 0.0f};
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PosVecf3 scale = {1.0f, 1.0f, 1.0f};
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PosVecf3 scale = {1.0f, m_fHeightWeight, 1.0f};
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MoveModelf(trans, angle, scale);
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m_3DMVP = m_3DProjection * m_3DView * m_D3DTrasform;
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@ -602,17 +606,16 @@ int OpenGL3DRenderer::RenderLine3D(Polygon3DInfo &polygon)
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polygon.verticesList.pop_front();
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}
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glUseProgram(0);
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return 0;
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}
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int OpenGL3DRenderer::RenderPolygon3D(Polygon3DInfo &polygon)
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void OpenGL3DRenderer::RenderPolygon3D(Polygon3DInfo &polygon)
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{
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size_t verticesNum = polygon.verticesList.size();
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size_t normalsNum = polygon.normalsList.size();
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//check whether the number of vertices and normals are equal
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if (verticesNum != normalsNum)
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{
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return -1;
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return ;
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}
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//update ubo
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Update3DUniformBlock();
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@ -630,7 +633,7 @@ int OpenGL3DRenderer::RenderPolygon3D(Polygon3DInfo &polygon)
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Normals3D *normalList = polygon.normalsList.front();
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PosVecf3 trans = {0.0f, 0.0f, 0.0};
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PosVecf3 angle = {0.0f, 0.0f, 0.0f};
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PosVecf3 scale = {1.0f, 1.0f, 1.0f};
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PosVecf3 scale = {1.0f, m_fHeightWeight, 1.0f};
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MoveModelf(trans, angle, scale);
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glm::mat3 normalMatrix(m_Model);
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glm::mat3 normalInverseTranspos = glm::inverseTranspose(normalMatrix);
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@ -678,14 +681,13 @@ int OpenGL3DRenderer::RenderPolygon3D(Polygon3DInfo &polygon)
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polygon.normalsList.pop_front();
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}
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glUseProgram(0);
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return 0;
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}
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int OpenGL3DRenderer::RenderPolygon3DObject()
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void OpenGL3DRenderer::RenderPolygon3DObject()
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{
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if (!m_bCameraUpdated)
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{
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return 0;
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return;
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}
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glDepthMask(GL_FALSE);
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size_t polygonNum = m_Polygon3DInfoList.size();
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@ -704,7 +706,7 @@ int OpenGL3DRenderer::RenderPolygon3DObject()
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m_Polygon3DInfoList.pop_front();
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}
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glDepthMask(GL_TRUE);
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return 0;
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return;
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}
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void OpenGL3DRenderer::Set3DSenceInfo(const glm::vec3& cameraUp, const glm::mat4& D3DTrasform, bool twoSidesLighting, sal_Int32 color)
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@ -786,6 +788,21 @@ void OpenGL3DRenderer::EndAddShapePolygon3DObject()
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void OpenGL3DRenderer::AddPolygon3DObjectNormalPoint(float x, float y, float z)
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{
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float actualX = x - (float)m_iWidth / 2;
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float actualY = y - (float)m_iHeight / 2;
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float actualZ = z;
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float maxCoord = std::max(actualX, std::max(actualY, actualZ));
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m_fZmax = std::max(maxCoord, m_fZmax);
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m_Polygon3DInfo.vertices->push_back(glm::vec3(actualX, -actualY, actualZ));
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m_SenceBox.maxXCoord = std::max(m_SenceBox.maxXCoord, actualX);
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m_SenceBox.minXCoord = std::min(m_SenceBox.minXCoord, actualX);
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m_SenceBox.maxYCoord = std::max(m_SenceBox.maxYCoord, actualY);
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m_SenceBox.minYCoord = std::min(m_SenceBox.minYCoord, actualY);
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m_SenceBox.maxZCoord = std::max(m_SenceBox.maxZCoord, actualZ);
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m_SenceBox.minZCoord = std::min(m_SenceBox.minZCoord, actualZ);
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if (m_Polygon3DInfo.fillStyle)
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{
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if (!m_Polygon3DInfo.normals)
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@ -927,14 +944,14 @@ void OpenGL3DRenderer::EndAddExtrude3DObjectPoint()
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m_iPointNum = 0;
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}
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int OpenGL3DRenderer::Init3DUniformBlock()
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void OpenGL3DRenderer::Init3DUniformBlock()
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{
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GLuint a3DLightBlockIndex = glGetUniformBlockIndex(m_3DProID, "GlobalLights");
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GLuint a3DMaterialBlockIndex = glGetUniformBlockIndex(m_3DProID, "GlobalMaterialParameters");
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if ((GL_INVALID_INDEX == a3DLightBlockIndex) || (GL_INVALID_INDEX == a3DMaterialBlockIndex))
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{
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return -1;
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return;
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}
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int nUniformBufferAlignSize = 0;
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glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &nUniformBufferAlignSize);
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@ -958,10 +975,9 @@ int OpenGL3DRenderer::Init3DUniformBlock()
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//for the light source uniform, we must calc the offset of each element
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CHECK_GL_ERROR();
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glBindBuffer(GL_UNIFORM_BUFFER, 0);
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return 0;
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}
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int OpenGL3DRenderer::Update3DUniformBlock()
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void OpenGL3DRenderer::Update3DUniformBlock()
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{
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glBindBuffer(GL_UNIFORM_BUFFER, m_3DUBOBuffer);
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glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(GLint), &m_LightsInfo.lightNum);
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@ -973,10 +989,9 @@ int OpenGL3DRenderer::Update3DUniformBlock()
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glBufferSubData(GL_UNIFORM_BUFFER, 32, sizeof(LightSource) * MAX_LIGHT_NUM, &m_LightsInfo.light);
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CHECK_GL_ERROR();
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glBindBuffer(GL_UNIFORM_BUFFER, 0);
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return 0;
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}
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int OpenGL3DRenderer::RenderExtrudeFlatSurface(const Extrude3DInfo& extrude3D, int surIndex)
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void OpenGL3DRenderer::RenderExtrudeFlatSurface(const Extrude3DInfo& extrude3D, int surIndex)
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{
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float xzScale = extrude3D.xRange[1] - extrude3D.xRange[0];
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PosVecf3 trans = {extrude3D.xTransform,//m_Extrude3DInfo.xTransform + 140,
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@ -990,10 +1005,9 @@ int OpenGL3DRenderer::RenderExtrudeFlatSurface(const Extrude3DInfo& extrude3D, i
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glUniformMatrix4fv(m_3DModelID, 1, GL_FALSE, &m_Model[0][0]);
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glUniformMatrix3fv(m_3DNormalMatrixID, 1, GL_FALSE, &normalInverseTranspos[0][0]);
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glDrawElements(GL_TRIANGLES, extrude3D.size[surIndex], GL_UNSIGNED_SHORT, &extrude3D.startIndex[surIndex]);
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return 0;
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}
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int OpenGL3DRenderer::RenderExtrudeBottomSurface(const Extrude3DInfo& extrude3D)
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void OpenGL3DRenderer::RenderExtrudeBottomSurface(const Extrude3DInfo& extrude3D)
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{
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float xzScale = extrude3D.xRange[1] - extrude3D.xRange[0];
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float yScale = extrude3D.yRange[1] - extrude3D.yRange[0];
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@ -1022,10 +1036,9 @@ int OpenGL3DRenderer::RenderExtrudeBottomSurface(const Extrude3DInfo& extrude3D)
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glUniformMatrix4fv(m_3DModelID, 1, GL_FALSE, &m_Model[0][0]);
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glUniformMatrix3fv(m_3DNormalMatrixID, 1, GL_FALSE, &normalInverseTranspos[0][0]);
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glDrawElements(GL_TRIANGLES, extrude3D.size[BOTTOM_SURFACE], GL_UNSIGNED_SHORT, &extrude3D.startIndex[BOTTOM_SURFACE]);
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return 0;
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}
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int OpenGL3DRenderer::RenderExtrudeMiddleSurface(const Extrude3DInfo& extrude3D)
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void OpenGL3DRenderer::RenderExtrudeMiddleSurface(const Extrude3DInfo& extrude3D)
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{
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float xzScale = extrude3D.xRange[1] - extrude3D.xRange[0];
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float yScale = extrude3D.yRange[1] - extrude3D.yRange[0];
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@ -1039,7 +1052,7 @@ int OpenGL3DRenderer::RenderExtrudeMiddleSurface(const Extrude3DInfo& extrude3D)
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// yScale /= (float)(1 + BOTTOM_THRESHOLD);
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// PosVecf3 scale = {xzScale, yScale, xzScale};
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// MoveModelf(trans, angle, scale);
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return 0;
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return ;
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}
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else
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{
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@ -1058,10 +1071,9 @@ int OpenGL3DRenderer::RenderExtrudeMiddleSurface(const Extrude3DInfo& extrude3D)
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glUniformMatrix4fv(m_3DModelID, 1, GL_FALSE, &m_Model[0][0]);
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glUniformMatrix3fv(m_3DNormalMatrixID, 1, GL_FALSE, &normalInverseTranspos[0][0]);
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glDrawElements(GL_TRIANGLES, extrude3D.size[MIDDLE_SURFACE], GL_UNSIGNED_SHORT, &extrude3D.startIndex[MIDDLE_SURFACE]);
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return 0;
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}
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int OpenGL3DRenderer::RenderExtrudeTopSurface(const Extrude3DInfo& extrude3D)
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void OpenGL3DRenderer::RenderExtrudeTopSurface(const Extrude3DInfo& extrude3D)
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{
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float xzScale = extrude3D.xRange[1] - extrude3D.xRange[0];
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float yScale = extrude3D.yRange[1] - extrude3D.yRange[0];
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@ -1096,10 +1108,9 @@ int OpenGL3DRenderer::RenderExtrudeTopSurface(const Extrude3DInfo& extrude3D)
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glUniformMatrix3fv(m_3DNormalMatrixID, 1, GL_FALSE, &normalInverseTranspos[0][0]);
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glDrawElements(GL_TRIANGLES, extrude3D.size[TOP_SURFACE], GL_UNSIGNED_SHORT, &extrude3D.startIndex[TOP_SURFACE]);
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RenderExtrudeFlatSurface(extrude3D, FLAT_BOTTOM_SURFACE);
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return 0;
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}
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int OpenGL3DRenderer::RenderExtrudeSurface(const Extrude3DInfo& extrude3D)
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void OpenGL3DRenderer::RenderExtrudeSurface(const Extrude3DInfo& extrude3D)
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{
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glUniformMatrix4fv(m_3DViewID, 1, GL_FALSE, &m_3DView[0][0]);
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glUniformMatrix4fv(m_3DProjectionID, 1, GL_FALSE, &m_3DProjection[0][0]);
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@ -1115,10 +1126,9 @@ int OpenGL3DRenderer::RenderExtrudeSurface(const Extrude3DInfo& extrude3D)
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RenderExtrudeTopSurface(extrude3D);
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RenderExtrudeFlatSurface(extrude3D, FLAT_BOTTOM_SURFACE);
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}
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return 0;
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}
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int OpenGL3DRenderer::RenderExtrude3DObject()
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void OpenGL3DRenderer::RenderExtrude3DObject()
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{
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_CULL_FACE);
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@ -1152,6 +1162,9 @@ int OpenGL3DRenderer::RenderExtrude3DObject()
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for (size_t i = 0; i < extrude3DNum; i++)
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{
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Extrude3DInfo extrude3DInfo = m_Extrude3DList[i];
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extrude3DInfo.yTransform *= m_fHeightWeight;
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extrude3DInfo.yRange[0] *= m_fHeightWeight;
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extrude3DInfo.yRange[1] *= m_fHeightWeight;
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glBindBuffer(GL_UNIFORM_BUFFER, m_3DUBOBuffer);
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glBufferSubData(GL_UNIFORM_BUFFER, m_3DActualSizeLight, sizeof(Material), &extrude3DInfo.material);
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CHECK_GL_ERROR();
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@ -1165,7 +1178,6 @@ int OpenGL3DRenderer::RenderExtrude3DObject()
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glUseProgram(0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glDisable(GL_CULL_FACE);
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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;
|
||||
}
|
||||
|
||||
}
|
||||
|
Loading…
x
Reference in New Issue
Block a user