20 Commits

Author SHA1 Message Date
Markus Mohrhard
50a5739cee small whitespace changes
Change-Id: I10aa08268bf148eb792440f13bcf044b350d6937
2014-06-21 04:21:41 +02:00
weigao
016467d8a5 add batch render texture shaders
Change-Id: I922d24bc63ed7c1f16318c25da0b6b3401d24b6f
2014-06-21 04:21:40 +02:00
weigao
87e23f425f use shader to calculate alpha channel
Conflicts:
	chart2/source/view/main/GL3DRenderer.cxx

Change-Id: I3cf9636b36ffd47589dd3ab61278802ca73644ce
2014-06-21 04:21:40 +02:00
weigao
33a40a317a add shaders for 3.0 glsl version
Change-Id: I52dd49132a9b625e8be51b4d5feb7e567ffa0a6e
2014-06-17 08:28:20 +02:00
Markus Mohrhard
6b446f95dd remove tab in shader
Change-Id: I8641b8c0b478dd23d312fb4e8eed8aa98eb7035e
2014-05-28 23:10:18 +02:00
weigao
ddeea3043d add batch render shader
Change-Id: I44cd54b35f872365268db3b4455beeac01ba3197
2014-05-28 19:16:17 +02:00
Markus Mohrhard
36943e981b initial work on screen text
Screen text is positioned in screen coordinates and therefore in 2D.
This means it will not move with the camera.

Change-Id: I3cf2e8859871ebc8034396b4c2d6f1ff9fe5d9f6
2014-05-26 03:29:07 +02:00
Markus Mohrhard
42edee1ee1 implement new struct and shaders for picking
Change-Id: Ib3e08d69c031aa3130b10c0745119cf5935d86db
2014-05-15 14:01:10 +02:00
weigao
a63ad6f274 add reverse image shader
Change-Id: Ibd3aff8aeb71626dada762b53cde8f50f7fbf812
2014-05-08 05:20:57 +02:00
Markus Mohrhard
eb0da9b80f fix whitespace issues
Change-Id: I7a3680aa324c4242572b71c91ec5bc4f85eff9e9
2014-05-05 17:57:19 +02:00
xukai
8af5e1a9fb add vertex shader and fragment shader for 3D rendering
Change-Id: I7b1ca054006500d468da73d2d85eafaad85dda67
2014-05-05 17:57:18 +02:00
Markus Mohrhard
40ea5e9dd0 Revert "Move OpenGLRender to vcl"
This reverts commit 04b70c682e2cdc52b144961a83d05fd203de6884.

The OpenGLRender is not abstract enough for vcl. Leave it in chart2.

Conflicts:
	chart2/source/view/inc/DummyXShape.hxx
	chart2/source/view/main/OpenGLRender.hxx
	vcl/Library_vclopengl.mk

Change-Id: I5392c8ee34462ff49059126ca2284d8ebe1eb379
2014-03-17 08:13:49 +01:00
Zolnai Tamás
04b70c682e Move OpenGLRender to vcl
Change-Id: I6383ae3f94fc18aec92596b9d857d3fde5869dd6
2014-03-14 19:59:21 +01:00
Markus Mohrhard
4e20762265 remove unused shader
Change-Id: Ib30ff20e099f4b3403a3ca7689f7d8d75d888763
2014-02-15 03:49:06 +01:00
Markus Mohrhard
89c6efe4ec add the remaining symbols
Change-Id: I81b63d9e0e164e07cee3e10072a565e669b98196
2014-02-03 20:53:05 +01:00
Markus Mohrhard
27c1d4f2c4 working symbol rendering based on point sprites
This approach ahs several advantages compared to the old approach. There
is no UNO involved anymore and we have a perfect shape defined by a
mathematical formula. No need for anti-aliasing or complex calculations
on the CPU.

Change-Id: I5018eae516de3368037c4c293d937de66f38568d
2014-02-03 18:28:04 +01:00
Markus Mohrhard
fb982d1fca add license headers to glsl files
Change-Id: Ib473d7bbb39f50f5fea549e69dcac0e938a1700a
2014-01-31 19:25:12 +01:00
Markus Mohrhard
f3444316a7 apparently the OpenGL doc is wrong, we need GLSL 1.20
Change-Id: I00a98b8a564c7d36f30672ba91593096e460ef8c
2014-01-31 18:49:23 +01:00
Markus Mohrhard
5fc4d9e468 gl_PointCoord is already in GLSL 110
Change-Id: I35de1aad6f7e8dbdcefc1107c843b7b95357c4c6
2014-01-29 08:09:56 +01:00
Peilin
a7b0b253f0 add Symbol2D rendering
Change-Id: Ic294ffc4bc675495fe83ac182dbebbba7245c7b9
2014-01-29 08:09:56 +01:00