1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
|
/* -*- 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/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;
Vertices3D *vertices;
UVs3D *uvs;
Normals3D *normals;
std::list <Vertices3D *> verticesList;
std::list <UVs3D *> uvsList;
std::list <Normals3D *> normalsList;
MaterialParameters material;
};
struct Extrude3DInfo
{
bool rounded;
bool twoSidesLighting;
glm::vec4 extrudeColor;
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
{
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);
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, glm::mat4 modelMatrix);
void EndAddShape3DExtrudeObject();
double GetTime();
void SetFPS(float fps);
void RenderClickPos(Point aMPos);
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);
void ProcessUnrenderedShape();
private:
void MoveModelf(PosVecf3& trans,PosVecf3& angle,PosVecf3& scale);
void LoadShaders();
void GetFreq();
void RenderPolygon3DObject();
void RenderLine3D(Polygon3DInfo &polygon);
void RenderPolygon3D(Polygon3DInfo &polygon);
void Init3DUniformBlock();
void Update3DUniformBlock();
void RenderExtrude3DObject();
void RenderFPS(float fps);
//add for text
void RenderTextShape();
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 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 CreateBMPHeader(sal_uInt8 *bmpHeader, int xsize, int ysize);
void RenderTexture(GLuint TexID);
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;
sal_Int32 m_iWidth;
sal_Int32 m_iHeight;
GlobalLights 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_3DMVP;
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;
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::list <TextInfo> m_TextInfoList;
GLint m_TextProID;
GLint m_TextMatrixID;
GLint m_TextVertexID;
GLint m_TextTexCoordID;
GLuint m_TextTexCoordBuf;
GLint m_TextTexID;
int m_uiSelectFrameCounter;
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;
GLint m_RenderProID;
GLuint m_RenderVertexBuf;
GLuint m_RenderTexCoordBuf;
GLint m_RenderTexID;
GLint m_RenderVertexID;
GLint m_RenderTexCoordID;
float m_fViewAngle;
float m_fHeightWeight;
};
}
}
#endif
/* vim:set shiftwidth=4 softtabstop=4 expandtab: */
|