Files
libreoffice/chart2/source/view/inc/GL3DRenderer.hxx
Markus Mohrhard fe45492694 remove unused variables
Change-Id: I020be0cecd3becc24edc1267b4bce714db3bb627
2014-05-25 21:58:08 +02:00

390 lines
9.5 KiB
C++

/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
/*
* This file is part of the LibreOffice project.
*
* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/.
*/
#ifndef INCLUDED_CHART2_SOURCE_VIEW_INC_GL3DRENDERER_HXX
#define INCLUDED_CHART2_SOURCE_VIEW_INC_GL3DRENDERER_HXX
#include "glm/glm.hpp"
#include "glm/gtx/transform.hpp"
#include "glm/gtx/euler_angles.hpp"
#include "glm/gtx/quaternion.hpp"
#include <com/sun/star/awt/Point.hpp>
#include <tools/gen.hxx>
#include <vcl/bitmapex.hxx>
#include <vcl/opengl/IOpenGLRenderer.hxx>
#include <vector>
#include <list>
#include <map>
#define MAX_LIGHT_NUM 8
namespace chart {
namespace opengl3D {
struct PosVecf3
{
float x;
float y;
float z;
};
typedef std::vector <glm::vec3> Vertices3D;
typedef std::vector <glm::vec2> UVs3D;
typedef std::vector <glm::vec3> Normals3D;
struct MaterialParameters
{
glm::vec4 ambient;
glm::vec4 diffuse;
glm::vec4 specular;
glm::vec4 materialColor;
bool twoSidesLighting;
float shininess;
float pad;
float pad1;
};
struct LightSource
{
glm::vec4 lightColor;
glm::vec4 positionWorldspace;
float lightPower;
float pad1;
float pad2;
float pad3;
};
struct GlobalLights
{
int lightNum;
glm::vec4 ambient;
LightSource light[MAX_LIGHT_NUM];
};
struct Polygon3DInfo
{
bool lineOnly;
float lineWidth;
bool twoSidesLighting;
long fillStyle;
glm::vec4 polygonColor;
glm::vec4 id;
Vertices3D *vertices;
Normals3D *normals;
std::vector <Vertices3D *> verticesList;
std::vector <Normals3D *> normalsList;
MaterialParameters material;
};
struct Extrude3DInfo
{
bool rounded;
bool twoSidesLighting;
glm::vec4 extrudeColor;
glm::vec4 id;
float xScale;
float yScale;
float zScale;
float xTransform;
float yTransform;
float zTransform;
glm::mat4 rotation;
MaterialParameters material;
int startIndex[5];
int size[5];
int reverse;
};
struct CameraInfo
{
glm::vec3 cameraPos;
glm::vec3 cameraOrg;
glm::vec3 cameraUp;
CameraInfo():
cameraUp(glm::vec3(0, 0, 1)) {}
};
struct RoundBarMesh
{
float topThreshold;
float bottomThreshold;
int iMeshStartIndices;
int iMeshSizes;
int iElementStartIndices[5];
int iElementSizes[5];
};
struct PackedVertex{
glm::vec3 position;
glm::vec3 normal;
bool operator<(const PackedVertex& that) const{
return memcmp((void*)this, (void*)&that, sizeof(PackedVertex))>0;
};
};
struct TextInfo
{
glm::vec4 id;
GLuint texture;
float vertex[12];
};
class OpenGL3DRenderer
{
public:
OpenGL3DRenderer();
~OpenGL3DRenderer();
void init();
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, 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, const glm::mat4& modelMatrix, sal_uInt32 nUniqueId);
void EndAddShape3DExtrudeObject();
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, sal_uInt32 nUniqueId);
void ProcessUnrenderedShape();
void SetPickingMode(bool bPickingMode);
sal_uInt32 GetPixelColorFromPoint(long nX, long nY);
private:
void MoveModelf(PosVecf3& trans,PosVecf3& angle,PosVecf3& scale);
void RenderPolygon3DObject();
void RenderLine3D(Polygon3DInfo &polygon);
void RenderPolygon3D(Polygon3DInfo &polygon);
void Init3DUniformBlock();
void Update3DUniformBlock();
void RenderExtrude3DObject();
//add for text
void RenderTextShape();
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 AddVertexData(GLuint vertexBuf);
void AddNormalData(GLuint normalBuf);
void AddIndexData(GLuint indexBuf);
void RenderNonRoundedBar(const Extrude3DInfo& extrude3D);
bool GetSimilarVertexIndex(PackedVertex & packed,
std::map<PackedVertex,unsigned short> & VertexToOutIndex,
unsigned short & result
);
void SetVertex(PackedVertex &packed,
std::map<PackedVertex,unsigned short> &VertexToOutIndex,
std::vector<glm::vec3> &vertex,
std::vector<glm::vec3> &normal,
std::vector<unsigned short> &indeices);
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();
void RenderTexture(GLuint TexID);
void ReleaseShapes();
void ReleasePolygonShapes();
void ReleaseExtrude3DShapes();
void ReleaseTextShapes();
private:
struct ShaderResources
{
// 3DProID
GLint m_3DProID;
GLint m_3DProjectionID;
GLint m_3DViewID;
GLint m_3DModelID;
GLint m_3DNormalMatrixID;
GLint m_3DVertexID;
GLint m_3DNormalID;
// TextProID
GLint m_TextProID;
GLint m_TextMatrixID;
GLint m_TextVertexID;
GLint m_TextTexCoordID;
GLint m_TextTexID;
// CommonProID
GLint m_CommonProID;
GLint m_2DVertexID;
GLint m_2DColorID;
GLint m_MatrixID;
// RenderProID
GLint m_RenderProID;
GLint m_RenderTexID;
GLint m_RenderVertexID;
GLint m_RenderTexCoordID;
ShaderResources()
: m_3DProID(0)
, m_3DProjectionID(0)
, m_3DViewID(0)
, m_3DModelID(0)
, m_3DNormalMatrixID(0)
, m_3DVertexID(0)
, m_3DNormalID(0)
, m_TextProID(0)
, m_TextMatrixID(0)
, m_TextVertexID(0)
, m_TextTexCoordID(0)
, m_TextTexID(0)
, m_CommonProID(0)
, m_2DVertexID(0)
, m_2DColorID(0)
, m_MatrixID(0)
, m_RenderProID(0)
, m_RenderTexID(0)
, m_RenderVertexID(0)
, m_RenderTexCoordID(0)
{
}
~ShaderResources()
{
glDeleteProgram(m_CommonProID);
glDeleteProgram(m_RenderProID);
glDeleteProgram(m_TextProID);
glDeleteProgram(m_3DProID);
}
void LoadShaders();
};
struct PickingShaderResources
{
// CommonProID
GLint m_CommonProID;
GLint m_2DVertexID;
GLint m_2DColorID;
GLint m_MatrixID;
PickingShaderResources()
: m_CommonProID(0)
, m_2DVertexID(0)
, m_2DColorID(0)
, m_MatrixID(0)
{
}
~PickingShaderResources()
{
glDeleteProgram(m_CommonProID);
}
void LoadShaders();
};
ShaderResources maResources;
PickingShaderResources maPickingResources;
// Projection matrix : default 45 degree Field of View, 4:3 ratio, display range : 0.1 unit <-> 100 units
glm::mat4 m_Projection;
// Camera matrix
glm::mat4 m_View;
// Model matrix : an identity matrix (model will be at the origin
glm::mat4 m_Model;
sal_Int32 m_iWidth;
sal_Int32 m_iHeight;
GlobalLights m_LightsInfo;
CameraInfo m_CameraInfo;
Polygon3DInfo m_Polygon3DInfo;
std::vector <Polygon3DInfo> m_Polygon3DInfoList;
glm::mat4 m_D3DTrasform;
glm::mat4 m_3DProjection;
glm::mat4 m_3DView;
glm::mat4 m_3DMVP;
GLuint m_3DUBOBuffer;
#if 0
GLint m_3DLightBlockIndex;
GLint m_3DMaterialBlockIndex;
#endif
GLint m_3DActualSizeLight;
GLuint m_NormalBuffer;
GLuint m_VertexBuffer;
Extrude3DInfo m_Extrude3DInfo;
std::vector <Extrude3DInfo> m_Extrude3DList;
GLuint m_CubeVertexBuf;
GLuint m_CubeElementBuf;
GLuint m_CubeNormalBuf;
GLuint m_BoundBox;
GLuint m_BoundBoxNormal;
// add for text
std::vector <TextInfo> m_TextInfoList;
GLuint m_TextTexCoordBuf;
int m_uiSelectFrameCounter;
std::vector<glm::vec3> m_Vertices;
std::vector<glm::vec3> m_Normals;
std::vector<unsigned short> m_Indeices;
RoundBarMesh m_RoundBarMesh;
GLuint m_RenderVertexBuf;
GLuint m_RenderTexCoordBuf;
float m_fViewAngle;
float m_fHeightWeight;
bool mbPickingMode;
GLuint mnPickingFbo;
GLuint mnPickingRboDepth;
GLuint mnPickingRboColor;
};
}
}
#endif
/* vim:set shiftwidth=4 softtabstop=4 expandtab: */