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LibreOffice
core
Commits
9c5dd8be
Kaydet (Commit)
9c5dd8be
authored
Nis 30, 2014
tarafından
Markus Mohrhard
Dosyalara gözat
Seçenekler
Dosyalara Gözat
İndir
Eposta Yamaları
Sade Fark
remove the need for using namespace std;
Change-Id: Ibb0d3031fc8ec986d6d2d9c7b178418b4dd37811
üst
c23c32f1
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Showing
1 changed file
with
23 additions
and
24 deletions
+23
-24
GL3DRenderer.cxx
chart2/source/view/main/GL3DRenderer.cxx
+23
-24
No files found.
chart2/source/view/main/GL3DRenderer.cxx
Dosyayı görüntüle @
9c5dd8be
...
...
@@ -23,7 +23,6 @@
#define GL_PI 3.14159f
#define RGB_WHITE (0xFF | (0xFF << 8) | (0xFF << 16))
using
namespace
std
;
using
namespace
com
::
sun
::
star
;
namespace
chart
{
...
...
@@ -180,9 +179,9 @@ bool OpenGL3DRenderer::GetSimilarVertexIndex(PackedVertex & packed,
void
OpenGL3DRenderer
::
SetVertex
(
PackedVertex
&
packed
,
std
::
map
<
PackedVertex
,
unsigned
short
>
&
VertexToOutIndex
,
vector
<
glm
::
vec3
>
&
vertex
,
vector
<
glm
::
vec3
>
&
normal
,
vector
<
unsigned
short
>
&
indeices
)
std
::
vector
<
glm
::
vec3
>
&
vertex
,
std
::
vector
<
glm
::
vec3
>
&
normal
,
std
::
vector
<
unsigned
short
>
&
indeices
)
{
unsigned
short
index
;
bool
found
=
GetSimilarVertexIndex
(
packed
,
VertexToOutIndex
,
index
);
...
...
@@ -209,13 +208,13 @@ void OpenGL3DRenderer::CreateActualRoundedCube(float fRadius, int iSubDivY, int
float
topThreshold
=
height
-
2
*
fRadius
;
float
bottomThreshold
=
fRadius
;
vector
<
glm
::
vec3
>
vertices
;
vector
<
glm
::
vec3
>
normals
;
std
::
vector
<
glm
::
vec3
>
vertices
;
std
::
vector
<
glm
::
vec3
>
normals
;
GenerateRoundCornerBar
(
vertices
,
normals
,
fRadius
,
iSubDivY
,
iSubDivZ
,
width
,
height
,
depth
);
std
::
map
<
PackedVertex
,
unsigned
short
>
VertexToOutIndex
;
glm
::
vec3
actualVerteices
[
3
];
glm
::
vec3
actualNormals
[
3
];
vector
<
unsigned
short
>
indeices
[
5
];
std
::
vector
<
unsigned
short
>
indeices
[
5
];
glm
::
vec3
externSurNormal
;
glm
::
mat4
corrctCoord
=
glm
::
translate
(
glm
::
vec3
(
width
/
2.0
f
,
height
/
2.0
f
-
fRadius
,
depth
/
2.0
f
));
m_RoundBarMesh
.
topThreshold
=
topThreshold
;
...
...
@@ -232,8 +231,8 @@ void OpenGL3DRenderer::CreateActualRoundedCube(float fRadius, int iSubDivY, int
actualVerteices
[
k
]
=
glm
::
vec3
(
corrctCoord
*
glm
::
vec4
(
vertices
[
i
+
k
],
1.0
));
actualNormals
[
k
]
=
normals
[
i
+
k
];
}
float
maxY
=
max
(
max
(
actualVerteices
[
0
].
y
,
actualVerteices
[
1
].
y
),
actualVerteices
[
2
].
y
);
float
minY
=
min
(
min
(
actualVerteices
[
0
].
y
,
actualVerteices
[
1
].
y
),
actualVerteices
[
2
].
y
);
float
maxY
=
std
::
max
(
std
::
max
(
actualVerteices
[
0
].
y
,
actualVerteices
[
1
].
y
),
actualVerteices
[
2
].
y
);
float
minY
=
std
::
min
(
std
::
min
(
actualVerteices
[
0
].
y
,
actualVerteices
[
1
].
y
),
actualVerteices
[
2
].
y
);
int
surfaceIndex
=
(
minY
>=
topThreshold
-
0.001
)
?
TOP_SURFACE
:
((
maxY
<=
bottomThreshold
+
0.001
)
?
BOTTOM_SURFACE
:
MIDDLE_SURFACE
);
for
(
int
k
=
0
;
k
<
3
;
k
++
)
{
...
...
@@ -269,7 +268,7 @@ void OpenGL3DRenderer::CreateActualRoundedCube(float fRadius, int iSubDivY, int
VertexToOutIndex
.
clear
();
}
int
OpenGL3DRenderer
::
GenerateRoundCornerBar
(
vector
<
glm
::
vec3
>
&
vertices
,
vector
<
glm
::
vec3
>
&
normals
,
float
fRadius
,
int
iSubDivY
,
int
iSubDivZ
,
float
width
,
float
height
,
float
depth
)
int
OpenGL3DRenderer
::
GenerateRoundCornerBar
(
std
::
vector
<
glm
::
vec3
>
&
vertices
,
std
::
vector
<
glm
::
vec3
>
&
normals
,
float
fRadius
,
int
iSubDivY
,
int
iSubDivZ
,
float
width
,
float
height
,
float
depth
)
{
//float fAddAngleY = 360.0f/float(iSubDivY), fAddAngleZ = 180.0f/float(iSubDivZ);
float
fAddAngleY
=
360.0
f
/
float
(
iSubDivY
),
fAddAngleZ
=
180.0
f
/
float
(
iSubDivZ
);
...
...
@@ -814,8 +813,8 @@ void OpenGL3DRenderer::AddPolygon3DObjectPoint(float x, float y, float z)
float
actualX
=
x
-
(
float
)
m_iWidth
/
2
;
float
actualY
=
y
-
(
float
)
m_iHeight
/
2
;
float
actualZ
=
z
;
float
maxCoord
=
max
(
actualX
,
max
(
actualY
,
actualZ
));
m_fZmax
=
max
(
maxCoord
,
m_fZmax
);
float
maxCoord
=
std
::
max
(
actualX
,
std
::
max
(
actualY
,
actualZ
));
m_fZmax
=
std
::
max
(
maxCoord
,
m_fZmax
);
m_Polygon3DInfo
.
vertices
->
push_back
(
glm
::
vec3
(
actualX
,
-
actualY
,
actualZ
));
}
...
...
@@ -833,12 +832,12 @@ void OpenGL3DRenderer::EndAddPolygon3DObjectPoint()
float
minY
=
m_Polygon3DInfo
.
vertices
->
at
(
0
).
y
;
for
(
unsigned
int
i
=
1
;
i
<
m_Polygon3DInfo
.
vertices
->
size
();
i
++
)
{
minX
=
min
(
minX
,
m_Polygon3DInfo
.
vertices
->
at
(
i
).
x
);
maxX
=
max
(
maxX
,
m_Polygon3DInfo
.
vertices
->
at
(
i
).
x
);
minZ
=
min
(
minZ
,
m_Polygon3DInfo
.
vertices
->
at
(
i
).
z
);
maxZ
=
max
(
maxZ
,
m_Polygon3DInfo
.
vertices
->
at
(
i
).
z
);
minY
=
min
(
minY
,
m_Polygon3DInfo
.
vertices
->
at
(
i
).
y
);
maxY
=
max
(
maxY
,
m_Polygon3DInfo
.
vertices
->
at
(
i
).
y
);
minX
=
std
::
min
(
minX
,
m_Polygon3DInfo
.
vertices
->
at
(
i
).
x
);
maxX
=
std
::
max
(
maxX
,
m_Polygon3DInfo
.
vertices
->
at
(
i
).
x
);
minZ
=
std
::
min
(
minZ
,
m_Polygon3DInfo
.
vertices
->
at
(
i
).
z
);
maxZ
=
std
::
max
(
maxZ
,
m_Polygon3DInfo
.
vertices
->
at
(
i
).
z
);
minY
=
std
::
min
(
minY
,
m_Polygon3DInfo
.
vertices
->
at
(
i
).
y
);
maxY
=
std
::
max
(
maxY
,
m_Polygon3DInfo
.
vertices
->
at
(
i
).
y
);
}
if
(
maxY
==
minY
)
...
...
@@ -920,10 +919,10 @@ void OpenGL3DRenderer::AddExtrude3DObjectPoint(float x, float y, float z)
m_Extrude3DInfo
.
yRange
[
0
]
=
y
;
m_Extrude3DInfo
.
yRange
[
1
]
=
y
;
}
m_Extrude3DInfo
.
xRange
[
0
]
=
min
(
m_Extrude3DInfo
.
xRange
[
0
],
x
);
m_Extrude3DInfo
.
xRange
[
1
]
=
max
(
m_Extrude3DInfo
.
xRange
[
1
],
x
);
m_Extrude3DInfo
.
yRange
[
0
]
=
min
(
m_Extrude3DInfo
.
yRange
[
0
],
y
);
m_Extrude3DInfo
.
yRange
[
1
]
=
max
(
m_Extrude3DInfo
.
yRange
[
1
],
y
);
m_Extrude3DInfo
.
xRange
[
0
]
=
std
::
min
(
m_Extrude3DInfo
.
xRange
[
0
],
x
);
m_Extrude3DInfo
.
xRange
[
1
]
=
std
::
max
(
m_Extrude3DInfo
.
xRange
[
1
],
x
);
m_Extrude3DInfo
.
yRange
[
0
]
=
std
::
min
(
m_Extrude3DInfo
.
yRange
[
0
],
y
);
m_Extrude3DInfo
.
yRange
[
1
]
=
std
::
max
(
m_Extrude3DInfo
.
yRange
[
1
],
y
);
m_iPointNum
++
;
}
...
...
@@ -950,7 +949,7 @@ int OpenGL3DRenderer::Init3DUniformBlock()
glGenBuffers
(
1
,
&
m_3DUBOBuffer
);
glBindBuffer
(
GL_UNIFORM_BUFFER
,
m_3DUBOBuffer
);
CHECK_GL_ERROR
();
m_3DActualSizeLight
=
((
nBlockDataSizeLight
/
nUniformBufferAlignSize
)
+
min
(
nBlockDataSizeLight
%
nUniformBufferAlignSize
,
1
))
*
nUniformBufferAlignSize
;
m_3DActualSizeLight
=
((
nBlockDataSizeLight
/
nUniformBufferAlignSize
)
+
std
::
min
(
nBlockDataSizeLight
%
nUniformBufferAlignSize
,
1
))
*
nUniformBufferAlignSize
;
// cout << "nBlockDataSizeMertrial = " << nBlockDataSizeMertrial << ", nBlockDataSizeLight = " << nBlockDataSizeLight << ", m_3DActualSizeLight = " << m_3DActualSizeLight << endl;
int
dataSize
=
m_3DActualSizeLight
+
nBlockDataSizeMertrial
;
glBufferData
(
GL_UNIFORM_BUFFER
,
dataSize
,
NULL
,
GL_DYNAMIC_DRAW
);
...
...
@@ -958,7 +957,7 @@ int OpenGL3DRenderer::Init3DUniformBlock()
CHECK_GL_ERROR
();
glUniformBlockBinding
(
m_3DProID
,
a3DLightBlockIndex
,
0
);
glBindBufferRange
(
GL_UNIFORM_BUFFER
,
1
,
m_3DUBOBuffer
,
((
nBlockDataSizeLight
/
nUniformBufferAlignSize
)
+
min
(
nBlockDataSizeLight
%
nUniformBufferAlignSize
,
1
))
*
nUniformBufferAlignSize
,
nBlockDataSizeMertrial
);
glBindBufferRange
(
GL_UNIFORM_BUFFER
,
1
,
m_3DUBOBuffer
,
((
nBlockDataSizeLight
/
nUniformBufferAlignSize
)
+
std
::
min
(
nBlockDataSizeLight
%
nUniformBufferAlignSize
,
1
))
*
nUniformBufferAlignSize
,
nBlockDataSizeMertrial
);
glUniformBlockBinding
(
m_3DProID
,
a3DMaterialBlockIndex
,
1
);
//for the light source uniform, we must calc the offset of each element
CHECK_GL_ERROR
();
...
...
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