diff options
-rw-r--r-- | chart2/source/view/main/GL3DRenderer.cxx | 14 |
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); |