set the color for the picking

Change-Id: If7b902b16626384440241d88937161cf327e14d5
This commit is contained in:
Markus Mohrhard
2014-05-21 00:18:13 +02:00
parent 1b8cfd5d14
commit e634b0dcdd
3 changed files with 32 additions and 12 deletions

View File

@@ -79,6 +79,7 @@ struct Polygon3DInfo
bool twoSidesLighting;
long fillStyle;
glm::vec4 polygonColor;
glm::vec4 id;
Vertices3D *vertices;
UVs3D *uvs;
Normals3D *normals;
@@ -93,6 +94,7 @@ struct Extrude3DInfo
bool rounded;
bool twoSidesLighting;
glm::vec4 extrudeColor;
glm::vec4 id;
float xScale;
float yScale;
float zScale;
@@ -136,6 +138,7 @@ struct PackedVertex{
struct TextInfo
{
glm::vec4 id;
GLuint texture;
float vertex[12];
};
@@ -159,20 +162,20 @@ public:
void Set3DSenceInfo(sal_uInt32 color = 255, bool twoSidesLighting = true);
void SetLightInfo(bool lightOn, sal_uInt32 color, const glm::vec4& direction);
void AddShapePolygon3DObject(sal_uInt32 color, bool lineOnly, sal_uInt32 lineColor,
long fillStyle, sal_uInt32 specular);
long fillStyle, sal_uInt32 specular, sal_uInt32 nUniqueId);
void EndAddShapePolygon3DObject();
void AddPolygon3DObjectNormalPoint(float x, float y, float z);
void EndAddPolygon3DObjectNormalPoint();
void AddPolygon3DObjectPoint(float x, float y, float z);
void EndAddPolygon3DObjectPoint();
void AddShape3DExtrudeObject(bool roundedCorner, sal_uInt32 color, sal_uInt32 specular, glm::mat4 modelMatrix);
void AddShape3DExtrudeObject(bool roundedCorner, sal_uInt32 color, sal_uInt32 specular, const glm::mat4& modelMatrix, sal_uInt32 nUniqueId);
void EndAddShape3DExtrudeObject();
double GetTime();
void SetFPS(float fps);
void RenderClickPos(Point aMPos);
void SetSize(const Size& rSize);
void SetCameraInfo(glm::vec3 pos, glm::vec3 direction, glm::vec3 up);
void CreateTextTexture(const BitmapEx& rBitmapEx, glm::vec3 vTopLeft,glm::vec3 vTopRight, glm::vec3 vBottomRight, glm::vec3 vBottomLeft);
void CreateTextTexture(const BitmapEx& rBitmapEx, glm::vec3 vTopLeft,glm::vec3 vTopRight, glm::vec3 vBottomRight, glm::vec3 vBottomLeft, sal_uInt32 nUniqueId);
void ProcessUnrenderedShape();
void SetPickingMode(bool bPickingMode);

View File

@@ -39,7 +39,7 @@ Bar::Bar(OpenGL3DRenderer* pRenderer, const glm::mat4& rPosition, sal_uInt32 aCo
void Bar::render()
{
mpRenderer->AddShape3DExtrudeObject(mbRoundedCorners, maColor.GetColor(), 0xFFFFFF, maPos);
mpRenderer->AddShape3DExtrudeObject(mbRoundedCorners, maColor.GetColor(), 0xFFFFFF, maPos, mnUniqueId);
mpRenderer->EndAddShape3DExtrudeObject();
}
@@ -50,7 +50,7 @@ Line::Line(OpenGL3DRenderer* pRenderer, sal_uInt32 nId):
void Line::render()
{
mpRenderer->AddShapePolygon3DObject(0, true, maLineColor.GetColor(), 0, 0);
mpRenderer->AddShapePolygon3DObject(0, true, maLineColor.GetColor(), 0, 0, mnUniqueId);
mpRenderer->AddPolygon3DObjectPoint(maPosBegin.x, maPosBegin.y, maPosBegin.z);
mpRenderer->AddPolygon3DObjectPoint(maPosEnd.x, maPosEnd.y, maPosEnd.z);
mpRenderer->EndAddShapePolygon3DObject();
@@ -87,7 +87,7 @@ void Text::render()
{
glm::vec3 dir2 = maTopRight - maTopLeft;
glm::vec3 bottomLeft = maBottomRight - dir2;
mpRenderer->CreateTextTexture(maText, maTopLeft, maTopRight, maBottomRight, bottomLeft);
mpRenderer->CreateTextTexture(maText, maTopLeft, maTopRight, maBottomRight, bottomLeft, mnUniqueId);
}
Size Text::getSize() const
@@ -112,7 +112,7 @@ void Rectangle::render()
glm::vec3 dir1 = maBottomRight - maTopLeft;
glm::vec3 dir2 = maTopRight - maTopLeft;
glm::vec3 normal = glm::normalize(glm::cross(dir1, dir2));
mpRenderer->AddShapePolygon3DObject(maColor.GetColor(), false, 0, 1, 0xFFFFFF);
mpRenderer->AddShapePolygon3DObject(maColor.GetColor(), false, 0, 1, 0xFFFFFF, mnUniqueId);
glm::vec3 bottomLeft = maBottomRight - dir2;
//set polygon points and normals
mpRenderer->AddPolygon3DObjectPoint(maBottomRight.x, maBottomRight.y, maBottomRight.z);
@@ -128,7 +128,7 @@ void Rectangle::render()
//we should render the edge if the edge color is different from the fill color
if (maColor.GetColor() != maLineColor.GetColor())
{
mpRenderer->AddShapePolygon3DObject(0, true, maLineColor.GetColor(), 0, 0xFFFFFF);
mpRenderer->AddShapePolygon3DObject(0, true, maLineColor.GetColor(), 0, 0xFFFFFF, mnUniqueId);
mpRenderer->AddPolygon3DObjectPoint(maBottomRight.x, maBottomRight.y, maBottomRight.z);
mpRenderer->AddPolygon3DObjectPoint(maTopRight.x, maTopRight.y, maTopRight.z);
mpRenderer->AddPolygon3DObjectPoint(maTopLeft.x, maTopLeft.y, maTopLeft.z);

View File

@@ -706,7 +706,10 @@ void OpenGL3DRenderer::RenderLine3D(Polygon3DInfo &polygon)
//fill vertex buffer
glBindBuffer(GL_ARRAY_BUFFER, m_VertexBuffer);
glBufferData(GL_ARRAY_BUFFER, pointList->size() * sizeof(glm::vec3), &pointList[0][0], GL_STATIC_DRAW);
glUniform4fv(maResources.m_2DColorID, 1, &polygon.polygonColor[0]);
if(mbPickingMode)
glUniform4fv(maResources.m_2DColorID, 1, &polygon.id[0]);
else
glUniform4fv(maResources.m_2DColorID, 1, &polygon.polygonColor[0]);
glUniformMatrix4fv(maResources.m_MatrixID, 1, GL_FALSE, &m_3DMVP[0][0]);
// 1rst attribute buffer : vertices
@@ -786,6 +789,7 @@ void OpenGL3DRenderer::RenderPolygon3D(Polygon3DInfo &polygon)
{
glm::mat4 aMVP = m_3DProjection * m_3DView * m_Model;
glUniformMatrix4fv(maPickingResources.m_MatrixID, 1, GL_FALSE, &aMVP[0][0]);
glUniform4fv(maResources.m_2DColorID, 1, &polygon.id[0]);
}
GLint maVertexID = mbPickingMode ? maPickingResources.m_2DVertexID : maResources.m_3DVertexID;
@@ -878,9 +882,10 @@ void OpenGL3DRenderer::SetLightInfo(bool lightOn, sal_uInt32 nColor, const glm::
}
}
void OpenGL3DRenderer::AddShapePolygon3DObject(sal_uInt32 nColor, bool lineOnly, sal_uInt32 nLineColor,long fillStyle, sal_uInt32 specular)
void OpenGL3DRenderer::AddShapePolygon3DObject(sal_uInt32 nColor, bool lineOnly, sal_uInt32 nLineColor,long fillStyle, sal_uInt32 specular, sal_uInt32 nUniqueId)
{
m_Polygon3DInfo.polygonColor = getColorAsVector(nColor);
m_Polygon3DInfo.id = getColorAsVector(nUniqueId);
m_Polygon3DInfo.material.materialColor = m_Polygon3DInfo.polygonColor;//material color seems to be the same for all parts, so we use the polygon color
//line or Polygon
m_Polygon3DInfo.lineOnly = lineOnly;
@@ -960,8 +965,9 @@ void OpenGL3DRenderer::EndAddPolygon3DObjectPoint()
m_Polygon3DInfo.vertices = NULL;
}
void OpenGL3DRenderer::AddShape3DExtrudeObject(bool roundedCorner, sal_uInt32 nColor, sal_uInt32 specular, glm::mat4 modelMatrix)
void OpenGL3DRenderer::AddShape3DExtrudeObject(bool roundedCorner, sal_uInt32 nColor, sal_uInt32 specular, const glm::mat4& modelMatrix, sal_uInt32 nUniqueId)
{
m_Extrude3DInfo.id = getColorAsVector(nUniqueId);
glm::vec4 tranform = modelMatrix * glm::vec4(0.0, 0.0, 0.0, 1.0);
glm::vec4 DirX = modelMatrix * glm::vec4(1.0, 0.0, 0.0, 0.0);
glm::vec4 DirY = modelMatrix * glm::vec4(0.0, 1.0, 0.0, 0.0);
@@ -1091,6 +1097,7 @@ void OpenGL3DRenderer::RenderExtrudeFlatSurface(const Extrude3DInfo& extrude3D,
{
glm::mat4 aMVP = m_3DProjection * m_3DView * m_Model;
glUniformMatrix4fv(maPickingResources.m_MatrixID, 1, GL_FALSE, &aMVP[0][0]);
glUniform4fv(maResources.m_2DColorID, 1, &extrude3D.id[0]);
}
glDrawElements(GL_TRIANGLES, extrude3D.size[surIndex], GL_UNSIGNED_SHORT, reinterpret_cast<GLvoid*>(extrude3D.startIndex[surIndex]));
@@ -1134,6 +1141,7 @@ void OpenGL3DRenderer::RenderExtrudeBottomSurface(const Extrude3DInfo& extrude3D
{
glm::mat4 aMVP = m_3DProjection * m_3DView * m_Model;
glUniformMatrix4fv(maPickingResources.m_MatrixID, 1, GL_FALSE, &aMVP[0][0]);
glUniform4fv(maResources.m_2DColorID, 1, &extrude3D.id[0]);
}
glDrawElements(GL_TRIANGLES, extrude3D.size[BOTTOM_SURFACE], GL_UNSIGNED_SHORT, reinterpret_cast<GLvoid*>(extrude3D.startIndex[BOTTOM_SURFACE]));
}
@@ -1178,6 +1186,7 @@ void OpenGL3DRenderer::RenderExtrudeMiddleSurface(const Extrude3DInfo& extrude3D
{
glm::mat4 aMVP = m_3DProjection * m_3DView * m_Model;
glUniformMatrix4fv(maPickingResources.m_MatrixID, 1, GL_FALSE, &aMVP[0][0]);
glUniform4fv(maResources.m_2DColorID, 1, &extrude3D.id[0]);
}
glDrawElements(GL_TRIANGLES, extrude3D.size[MIDDLE_SURFACE], GL_UNSIGNED_SHORT, reinterpret_cast<GLvoid*>(extrude3D.startIndex[MIDDLE_SURFACE]));
}
@@ -1223,6 +1232,7 @@ void OpenGL3DRenderer::RenderExtrudeTopSurface(const Extrude3DInfo& extrude3D)
{
glm::mat4 aMVP = m_3DProjection * m_3DView * m_Model;
glUniformMatrix4fv(maPickingResources.m_MatrixID, 1, GL_FALSE, &aMVP[0][0]);
glUniform4fv(maResources.m_2DColorID, 1, &extrude3D.id[0]);
}
glDrawElements(GL_TRIANGLES, extrude3D.size[TOP_SURFACE], GL_UNSIGNED_SHORT, reinterpret_cast<GLvoid*>(extrude3D.startIndex[TOP_SURFACE]));
RenderExtrudeFlatSurface(extrude3D, FLAT_BOTTOM_SURFACE);
@@ -1253,6 +1263,7 @@ void OpenGL3DRenderer::RenderNonRoundedBar(const Extrude3DInfo& extrude3D)
{
glm::mat4 aMVP = m_3DProjection * m_3DView * m_Model;
glUniformMatrix4fv(maPickingResources.m_MatrixID, 1, GL_FALSE, &aMVP[0][0]);
glUniform4fv(maResources.m_2DColorID, 1, &extrude3D.id[0]);
}
glDrawArrays(GL_TRIANGLES, 0, 36);
}
@@ -1279,7 +1290,9 @@ void OpenGL3DRenderer::RenderExtrude3DObject()
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
if(mbPickingMode)
{
glUseProgram(maPickingResources.m_CommonProID);
}
else
{
Update3DUniformBlock();
@@ -1294,6 +1307,9 @@ void OpenGL3DRenderer::RenderExtrude3DObject()
Extrude3DInfo extrude3DInfo = m_Extrude3DList[i];
GLuint vertexBuf = extrude3DInfo.rounded ? m_CubeVertexBuf : m_BoundBox;
GLuint normalBuf = extrude3DInfo.rounded ? m_CubeNormalBuf : m_BoundBoxNormal;
if(mbPickingMode)
glUniform4fv(maResources.m_2DColorID, 1, &extrude3DInfo.id[0]);
// 1st attribute buffer : vertices
GLint aVertexID = mbPickingMode ? maPickingResources.m_2DVertexID : maResources.m_3DVertexID;
@@ -1348,13 +1364,14 @@ void OpenGL3DRenderer::RenderExtrude3DObject()
glDisable(GL_CULL_FACE);
}
void OpenGL3DRenderer::CreateTextTexture(const BitmapEx& rBitmapEx, glm::vec3 vTopLeft,glm::vec3 vTopRight, glm::vec3 vBottomRight, glm::vec3 vBottomLeft)
void OpenGL3DRenderer::CreateTextTexture(const BitmapEx& rBitmapEx, glm::vec3 vTopLeft,glm::vec3 vTopRight, glm::vec3 vBottomRight, glm::vec3 vBottomLeft, sal_uInt32 nUniqueId)
{
long bmpWidth = rBitmapEx.GetSizePixel().Width();
long bmpHeight = rBitmapEx.GetSizePixel().Height();
boost::scoped_array<sal_uInt8> bitmapBuf(OpenGLHelper::ConvertBitmapExToRGBABuffer(rBitmapEx));
TextInfo aTextInfo;
aTextInfo.id = getColorAsVector(nUniqueId);
aTextInfo.vertex[0] = vBottomRight.x;
aTextInfo.vertex[1] = vBottomRight.y;
aTextInfo.vertex[2] = vBottomRight.z * m_fHeightWeight;