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authorMarkus Mohrhard <markus.mohrhard@collabora.co.uk>2014-05-22 17:27:35 +0200
committerMarkus Mohrhard <markus.mohrhard@googlemail.com>2014-05-24 17:38:06 +0200
commit904eb232d2df83d72957a93c624edbab0730cc10 (patch)
tree28dd97f2ece06bce02a2ea4ab32509ab2214cf05
parent675776170671ba0a1fc1b2bf9e915537cd08b080 (diff)
Revert "add reverse bars code"
This reverts commit 07ef1602dfc48301031dc92d1795a42c2b6d8769.
-rw-r--r--chart2/source/view/main/GL3DRenderer.cxx14
1 files changed, 7 insertions, 7 deletions
diff --git a/chart2/source/view/main/GL3DRenderer.cxx b/chart2/source/view/main/GL3DRenderer.cxx
index ffd89ad0d542..3404e6b5600e 100644
--- a/chart2/source/view/main/GL3DRenderer.cxx
+++ b/chart2/source/view/main/GL3DRenderer.cxx
@@ -349,7 +349,7 @@ void OpenGL3DRenderer::CreateActualRoundedCube(float fRadius, int iSubDivY, int
glm::vec3 actualNormals[3];
std::vector<unsigned short> indeices[5];
glm::vec3 externSurNormal;
- glm::mat4 corrctCoord = glm::translate(glm::vec3(0.0f, 0.0f, depth / 2.0f - fRadius));
+ glm::mat4 corrctCoord = glm::translate(glm::vec3(width / 2.0f, height / 2.0f, depth / 2.0f - fRadius));
m_RoundBarMesh.topThreshold = topThreshold;
m_RoundBarMesh.bottomThreshold = bottomThreshold;
m_RoundBarMesh.iMeshStartIndices = m_Vertices.size();
@@ -979,14 +979,13 @@ void OpenGL3DRenderer::AddShape3DExtrudeObject(bool roundedCorner, sal_uInt32 nC
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);
glm::vec4 DirZ = modelMatrix * glm::vec4(0.0, 0.0, 1.0, 0.0);
- float crossZ = glm::normalize(glm::dot(glm::vec3(DirZ), glm::vec3(0.0, 0.0, 1.0)));
- m_Extrude3DInfo.reverse = (crossZ > 0 ? 0 : 1);
m_Extrude3DInfo.xScale = glm::length(DirX);
m_Extrude3DInfo.yScale = glm::length(DirY);
m_Extrude3DInfo.zScale = glm::length(DirZ);
glm::mat4 transformMatrixInverse = glm::inverse(glm::translate(glm::vec3(tranform)));
- glm::mat4 scaleMatrixInverse = glm::inverse(glm::scale(m_Extrude3DInfo.xScale, m_Extrude3DInfo.yScale, m_Extrude3DInfo.zScale * crossZ));
+ glm::mat4 scaleMatrixInverse = glm::inverse(glm::scale(m_Extrude3DInfo.xScale, m_Extrude3DInfo.yScale, m_Extrude3DInfo.zScale));
m_Extrude3DInfo.rotation = transformMatrixInverse * modelMatrix * scaleMatrixInverse;
+
//color
m_Extrude3DInfo.extrudeColor = getColorAsVector(nColor);
m_Extrude3DInfo.material.materialColor = m_Extrude3DInfo.extrudeColor;//material color seems to be the same for all parts, so we use the polygon color
@@ -1022,8 +1021,8 @@ void OpenGL3DRenderer::AddShape3DExtrudeObject(bool roundedCorner, sal_uInt32 nC
m_SenceBox.minXCoord = std::min(m_SenceBox.minXCoord, m_Extrude3DInfo.xTransform);
m_SenceBox.maxYCoord = std::max(m_SenceBox.maxYCoord, m_Extrude3DInfo.yTransform + m_Extrude3DInfo.yScale);
m_SenceBox.minYCoord = std::min(m_SenceBox.minYCoord, m_Extrude3DInfo.yTransform );
- m_SenceBox.maxZCoord = std::max(m_SenceBox.maxZCoord, m_Extrude3DInfo.zTransform - (m_Extrude3DInfo.reverse - 1) * m_Extrude3DInfo.zScale);
- m_SenceBox.minZCoord = std::min(m_SenceBox.minZCoord, m_Extrude3DInfo.zTransform - m_Extrude3DInfo.reverse * m_Extrude3DInfo.zScale);
+ m_SenceBox.maxZCoord = std::max(m_SenceBox.maxZCoord, m_Extrude3DInfo.zTransform + m_Extrude3DInfo.zScale);
+ m_SenceBox.minZCoord = std::min(m_SenceBox.minZCoord, m_Extrude3DInfo.zTransform);
}
void OpenGL3DRenderer::EndAddShape3DExtrudeObject()
@@ -1131,7 +1130,7 @@ void OpenGL3DRenderer::RenderExtrudeBottomSurface(const Extrude3DInfo& extrude3D
}
else
{
- glm::mat4 topTrans = glm::translate(glm::vec3(0.0, 0.0, -actualZTrans));
+ glm::mat4 topTrans = glm::translate(glm::vec3(0.0, 0.0, actualZTrans));
glm::mat4 topScale = glm::scale(xyScale, xyScale, xyScale);
glm::mat4 aTranslationMatrix = glm::translate(glm::vec3(trans.x, trans.y, trans.z));
m_Model = aTranslationMatrix * extrude3D.rotation * topTrans * topScale;
@@ -1352,6 +1351,7 @@ void OpenGL3DRenderer::RenderExtrude3DObject()
CHECK_GL_ERROR();
glBindBuffer(GL_UNIFORM_BUFFER, 0);
}
+ extrude3DInfo.reverse = 0;
if (extrude3DInfo.rounded)
{
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_CubeElementBuf);