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/* -*- 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 CHART2_GL3DRENDERER_HXX
#define CHART2_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/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;
typedef struct MaterialParameters
{
glm::vec4 ambient;
glm::vec4 diffuse;
glm::vec4 specular;
glm::vec4 materialColor;
bool twoSidesLighting;
float shininess;
float pad;
float pad1;
}Material;
typedef struct LightSource
{
glm::vec4 lightColor;
glm::vec4 positionWorldspace;
float lightPower;
float pad1;
float pad2;
float pad3;
}LightSource;
typedef struct GlobalLights
{
int lightNum;
glm::vec4 ambient;
LightSource light[MAX_LIGHT_NUM];
}Lights;
typedef struct Polygon3DInfo
{
bool lineOnly;
float lineWidth;
bool twoSidesLighting;
long fillStyle;
glm::vec4 polygonColor;
Vertices3D *vertices;
UVs3D *uvs;
Normals3D *normals;
std::list <Vertices3D *> verticesList;
std::list <UVs3D *> uvsList;
std::list <Normals3D *> normalsList;
Material material;
}Polygon3DInfo;
typedef struct Extrude3DInfo
{
int pickingFlg;
bool lineOnly;
float lineWidth;
bool twoSidesLighting;
glm::vec4 extrudeColor;
long fillStyle;
float xRange[2];
float yRange[2];
float xTransform;
float yTransform;
float zTransform;
Material material;
int startIndex[5];
int size[5];
int reverse;
}Extrude3DInfo;
typedef struct CameraInfo
{
glm::vec3 cameraPos;
glm::vec3 cameraOrg;
glm::vec3 cameraUp;
}CameraInfo;
typedef struct CoordinateAxisInfo
{
int pickingFlg;
int reverse;
glm::vec4 color;
PosVecf3 trans;
PosVecf3 scale;
}CoordinateAxisInfo;
typedef struct RoundBarMesh
{
float topThreshold;
float bottomThreshold;
int iMeshStartIndices;
int iMeshSizes;
int iElementStartIndices[5];
int iElementSizes[5];
}RoundBarMesh;
struct PackedVertex{
glm::vec3 position;
glm::vec3 normal;
bool operator<(const PackedVertex that) const{
return memcmp((void*)this, (void*)&that, sizeof(PackedVertex))>0;
};
};
typedef struct SceneBox
{
float maxXCoord;
float minXCoord;
float maxYCoord;
float minYCoord;
float maxZCoord;
float minZCoord;
}SceneBox;
class OpenGL3DRenderer : public IOpenGLInfoProvider
{
public:
OpenGL3DRenderer();
void LoadShaders();
void init();
void Set3DSenceInfo(const glm::vec3& cameraUp, sal_Int32 color, bool twoSidesLighting = false);
void SetLightInfo(bool lightOn, sal_Int32 color, const glm::vec4& direction);
void AddShapePolygon3DObject(sal_Int32 color, bool lineOnly, sal_Int32 lineColor,
long fillStyle, sal_Int32 specular);
void EndAddShapePolygon3DObject();
void AddPolygon3DObjectNormalPoint(float x, float y, float z);
void EndAddPolygon3DObjectNormalPoint();
void AddPolygon3DObjectPoint(float x, float y, float z);
void EndAddPolygon3DObjectPoint();
void AddShape3DExtrudeObject(sal_Int32 color, sal_Int32 specular, float xTransform,
float yTransform, float zTransform);
void EndAddShape3DExtrudeObject();
void AddExtrude3DObjectPoint(float x, float y, float z);
void EndAddExtrude3DObjectPoint();
double GetTime();
void SetFPS(float fps);
void SetClickPos(Point aMPos);
void RenderClickPos(Point aMPos);
private:
void MoveModelf(PosVecf3& trans,PosVecf3& angle,PosVecf3& scale);
void GetFreq();
void RenderPolygon3DObject();
void RenderLine3D(Polygon3DInfo &polygon);
void RenderPolygon3D(Polygon3DInfo &polygon);
void Init3DUniformBlock();
void Update3DUniformBlock();
void RenderExtrude3DObject();
void RenderFPS(float fps);
void RenderText(const ::rtl::OUString& string, com::sun::star::awt::Point aPos);
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 ProcessUnrenderedShape();
glm::vec4 GetColorByIndex(int index);
sal_uInt32 GetIndexByColor(sal_uInt32 r, sal_uInt32 g, sal_uInt32 b);
void ProcessPickingBox();
int ProcessExtrude3DPickingBox();
void RenderCoordinateAxis();
void AddVertexData(GLuint vertexBuf);
void AddNormalData(GLuint normalBuf);
void AddIndexData(GLuint indexBuf);
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();
private:
// 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;
// Our ModelViewProjection : multiplication of our 3 matrices
glm::mat4 m_MVP;
#if 0
double m_dFreq;
#endif
int m_iWidth;
int m_iHeight;
float m_fZmax;
Lights m_LightsInfo;
CameraInfo m_CameraInfo;
Polygon3DInfo m_Polygon3DInfo;
std::list <Polygon3DInfo> m_Polygon3DInfoList;
glm::mat4 m_D3DTrasform;
glm::mat4 m_3DProjection;
glm::mat4 m_3DView;
glm::mat4 m_3DViewBack;
glm::mat4 m_3DMVP;
glm::mat4 m_TranslationMatrix;
GLint m_3DProID;
GLuint m_3DProjectionID;
GLuint m_3DViewID;
GLuint m_3DModelID;
GLuint m_3DVertexID;
GLuint m_3DNormalID;
GLuint m_3DNormalMatrixID;
GLuint m_3DUBOBuffer;
#if 0
GLint m_3DLightBlockIndex;
GLint m_3DMaterialBlockIndex;
#endif
GLint m_3DActualSizeLight;
GLuint m_NormalBuffer;
GLuint m_VertexBuffer;
GLint m_MatrixID;
GLuint m_FboID[2];
Extrude3DInfo m_Extrude3DInfo;
std::vector <Extrude3DInfo> m_Extrude3DList;
GLuint m_CubeVertexBuf;
GLuint m_CubeElementBuf;
GLuint m_CubeNormalBuf;
bool m_bCameraUpdated;
float m_fFPS;
Point m_aMPos;
GLuint m_BoundBox;
GLuint m_CoordinateBuf;
int m_uiSelectFrameCounter;
CoordinateAxisInfo m_coordinateAxisinfo;
std::vector<glm::vec3> m_Vertices;
std::vector<glm::vec3> m_Normals;
std::vector<unsigned short> m_Indeices;
RoundBarMesh m_RoundBarMesh;
GLint m_CommonProID;
GLint m_2DVertexID;
GLint m_2DColorID;
//TODO: moggi: kill the following parts
// don't add anything below or I will remove it
size_t m_iPointNum;
SceneBox m_SenceBox;
float m_fViewAngle;
float m_fHeightWeight;
};
}
}
#endif
/* vim:set shiftwidth=4 softtabstop=4 expandtab: */
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