diff options
author | Markus Mohrhard <markus.mohrhard@collabora.co.uk> | 2014-03-17 05:06:00 +0100 |
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committer | Markus Mohrhard <markus.mohrhard@collabora.co.uk> | 2014-03-17 08:13:49 +0100 |
commit | 40ea5e9dd0eff66728d1d2d7aac41349a14de594 (patch) | |
tree | 135fdbd05d5dcc0859351891482277158f143028 /vcl | |
parent | remove element that was only written for binary formats (diff) | |
download | core-40ea5e9dd0eff66728d1d2d7aac41349a14de594.tar.gz core-40ea5e9dd0eff66728d1d2d7aac41349a14de594.zip |
Revert "Move OpenGLRender to vcl"
This reverts commit 04b70c682e2cdc52b144961a83d05fd203de6884.
The OpenGLRender is not abstract enough for vcl. Leave it in chart2.
Conflicts:
chart2/source/view/inc/DummyXShape.hxx
chart2/source/view/main/OpenGLRender.hxx
vcl/Library_vclopengl.mk
Change-Id: I5392c8ee34462ff49059126ca2284d8ebe1eb379
Diffstat (limited to 'vcl')
-rw-r--r-- | vcl/Library_vclopengl.mk | 1 | ||||
-rw-r--r-- | vcl/Module_vcl.mk | 1 | ||||
-rw-r--r-- | vcl/Package_opengl.mk | 25 | ||||
-rw-r--r-- | vcl/source/opengl/OpenGLContext.cxx | 8 | ||||
-rwxr-xr-x | vcl/source/opengl/OpenGLRender.cxx | 1687 | ||||
-rw-r--r-- | vcl/source/opengl/shaders/backgroundFragmentShader.glsl | 17 | ||||
-rw-r--r-- | vcl/source/opengl/shaders/backgroundVertexShader.glsl | 21 | ||||
-rw-r--r-- | vcl/source/opengl/shaders/commonFragmentShader.glsl | 17 | ||||
-rw-r--r-- | vcl/source/opengl/shaders/commonVertexShader.glsl | 21 | ||||
-rw-r--r-- | vcl/source/opengl/shaders/debugFragmentShader.glsl | 17 | ||||
-rw-r--r-- | vcl/source/opengl/shaders/debugVertexShader.glsl | 19 | ||||
-rw-r--r-- | vcl/source/opengl/shaders/symbolFragmentShader.glsl | 101 | ||||
-rw-r--r-- | vcl/source/opengl/shaders/symbolVertexShader.glsl | 23 | ||||
-rw-r--r-- | vcl/source/opengl/shaders/textFragmentShader.glsl | 17 | ||||
-rw-r--r-- | vcl/source/opengl/shaders/textVertexShader.glsl | 20 |
15 files changed, 5 insertions, 1990 deletions
diff --git a/vcl/Library_vclopengl.mk b/vcl/Library_vclopengl.mk index 270cbd6213a2..59cf9581643a 100644 --- a/vcl/Library_vclopengl.mk +++ b/vcl/Library_vclopengl.mk @@ -33,7 +33,6 @@ $(eval $(call gb_Library_use_libraries,vclopengl,\ )) $(eval $(call gb_Library_add_exception_objects,vclopengl,\ - vcl/source/opengl/OpenGLRender \ vcl/source/opengl/OpenGLContext \ )) diff --git a/vcl/Module_vcl.mk b/vcl/Module_vcl.mk index 50d847c9a669..bb2ad3b433d8 100644 --- a/vcl/Module_vcl.mk +++ b/vcl/Module_vcl.mk @@ -27,7 +27,6 @@ $(eval $(call gb_Module_add_targets,vcl,\ Executable_ui-previewer) \ $(if $(filter FREEBSD LINUX MACOSX WNT,$(OS)), \ Library_vclopengl \ - Package_opengl \ ) \ )) diff --git a/vcl/Package_opengl.mk b/vcl/Package_opengl.mk deleted file mode 100644 index 6eb2463d6feb..000000000000 --- a/vcl/Package_opengl.mk +++ /dev/null @@ -1,25 +0,0 @@ -# -*- Mode: makefile-gmake; tab-width: 4; indent-tabs-mode: t -*- -# -# 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/. -# - -$(eval $(call gb_Package_Package,vcl_opengl_shader,$(SRCDIR)/vcl/source/opengl/shaders)) - -$(eval $(call gb_Package_add_files,vcl_opengl_shader,$(LIBO_BIN_FOLDER)/opengl,\ - backgroundFragmentShader.glsl \ - backgroundVertexShader.glsl \ - commonFragmentShader.glsl \ - commonVertexShader.glsl \ - debugFragmentShader.glsl \ - debugVertexShader.glsl \ - symbolFragmentShader.glsl \ - symbolVertexShader.glsl \ - textFragmentShader.glsl \ - textVertexShader.glsl \ -)) - -# vim: set noet sw=4 ts=4: diff --git a/vcl/source/opengl/OpenGLContext.cxx b/vcl/source/opengl/OpenGLContext.cxx index e17a7b83f1b6..a41a05804e13 100644 --- a/vcl/source/opengl/OpenGLContext.cxx +++ b/vcl/source/opengl/OpenGLContext.cxx @@ -8,7 +8,8 @@ */ #include <vcl/OpenGLContext.hxx> - +#include <vcl/syschild.hxx> +#include <vcl/sysdata.hxx> using namespace com::sun::star; @@ -119,9 +120,10 @@ int oglErrorHandler( Display* /*dpy*/, XErrorEvent* /*evnt*/ ) } } + #endif -bool OpenGLContext::init(OpenGLRender& rGLRender) +bool OpenGLContext::init() { m_pWindow.reset(new Window(0, WB_NOBORDER|WB_NODIALOGCONTROL)); SAL_INFO("vcl.opengl", "OpenGLContext::OpenGLContext----start"); @@ -233,7 +235,7 @@ bool OpenGLContext::init(OpenGLRender& rGLRender) #endif - rGLRender.InitOpenGL(m_aGLWin); + //rGLRender.InitOpenGL(m_aGLWin); #ifdef DBG_UTIL // only enable debug output in dbgutil build diff --git a/vcl/source/opengl/OpenGLRender.cxx b/vcl/source/opengl/OpenGLRender.cxx deleted file mode 100755 index 5a88e7aa28c1..000000000000 --- a/vcl/source/opengl/OpenGLRender.cxx +++ /dev/null @@ -1,1687 +0,0 @@ -/* -*- 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/. - */ - -#include <GL/glew.h> -#include <vector> -#include <vcl/OpenGLRender.hxx> -#include <vcl/bmpacc.hxx> -#include <vcl/graph.hxx> -#include <com/sun/star/awt/XBitmap.hpp> -#include <com/sun/star/beans/XPropertySet.hpp> -#include <com/sun/star/graphic/XGraphic.hpp> -#include <comphelper/InlineContainer.hxx> -#include <com/sun/star/beans/XPropertySet.hpp> -#include <com/sun/star/drawing/CircleKind.hpp> -#include <com/sun/star/drawing/DoubleSequence.hpp> -#include <com/sun/star/drawing/FlagSequence.hpp> -#include <com/sun/star/drawing/FillStyle.hpp> -#include <com/sun/star/drawing/LineStyle.hpp> -#include <com/sun/star/drawing/NormalsKind.hpp> -#include <com/sun/star/drawing/PointSequence.hpp> -#include <com/sun/star/drawing/PolygonKind.hpp> -#include <com/sun/star/drawing/PolyPolygonBezierCoords.hpp> -#include <com/sun/star/drawing/ProjectionMode.hpp> -#include <com/sun/star/drawing/ShadeMode.hpp> -#include <com/sun/star/drawing/TextFitToSizeType.hpp> -#include <com/sun/star/drawing/TextureProjectionMode.hpp> -#include <com/sun/star/text/XText.hpp> -#include <com/sun/star/uno/Any.hxx> -#include <vcl/virdev.hxx> -#include <vcl/dibtools.hxx> - -#include <osl/file.hxx> -#include <rtl/bootstrap.hxx> -#include <config_folders.h> - -#include <boost/scoped_array.hpp> - -using namespace com::sun::star; - -using namespace std; - -#define DEBUG_PNG 0 -#if RENDER_TO_FILE -#define BMP_HEADER_LEN 54 -#endif - -#if DEBUG_PNG -#include <vcl/pngwrite.hxx> -#endif - -#define GL_PI 3.14159f - -#if defined( _WIN32 ) -#define WGL_SAMPLE_BUFFERS_ARB 0x2041 -#define WGL_SAMPLES_ARB 0x2042 -#endif - -#define Z_STEP 0.001f - -int static checkGLError(const char *file, int line) -{ - GLenum glErr; - int retCode = 0; - glErr = glGetError(); - while (glErr != GL_NO_ERROR) - { - const GLubyte* sError = gluErrorString(glErr); - - if (sError) - SAL_WARN("vcl.opengl", "GL Error #" << glErr << "(" << gluErrorString(glErr) << ") " << " in File " << file << " at line: " << line); - else - SAL_WARN("vcl.opengl", "GL Error #" << glErr << " (no message available)" << " in File " << file << " at line: " << line); - - retCode = -1; - return retCode; - } - return retCode; -} - -static bool bGlewInit = false; - -#define CHECK_GL_ERROR() checkGLError(__FILE__, __LINE__) - -#define CHECK_GL_FRAME_BUFFER_STATUS() \ - status = glCheckFramebufferStatus(GL_FRAMEBUFFER);\ - if( status != GL_FRAMEBUFFER_COMPLETE ) {\ - SAL_WARN("vcl.opengl", "OpenGL error: " << status );\ - return -1;\ - } - -namespace { - -OUString getShaderFolder() -{ - OUString aUrl("$BRAND_BASE_DIR/" LIBO_ETC_FOLDER); - rtl::Bootstrap::expandMacros(aUrl); - - return aUrl + "/opengl/"; -} - -OUString maShaderFolder = getShaderFolder(); - -OString loadShader(const OUString& rFilename) -{ - OUString aFileURL = maShaderFolder + rFilename +".glsl"; - osl::File aFile(aFileURL); - if(aFile.open(osl_File_OpenFlag_Read) == osl::FileBase::E_None) - { - sal_uInt64 nSize = 0; - aFile.getSize(nSize); - char* content = new char[nSize+1]; - sal_uInt64 nBytesRead = 0; - aFile.read(content, nSize, nBytesRead); - if(nSize != nBytesRead) - assert(false); - - content[nSize] = 0; - return OString(content); - } - else - { - SAL_WARN("vcl.opengl", "could not load the file: " << aFileURL); - } - - return OString(); -} - -} - -GLint OpenGLRender::LoadShaders(const OUString& rVertexShaderName,const OUString& rFragmentShaderName) -{ - // Create the shaders - GLuint VertexShaderID = glCreateShader(GL_VERTEX_SHADER); - GLuint FragmentShaderID = glCreateShader(GL_FRAGMENT_SHADER); - - GLint Result = GL_FALSE; - int InfoLogLength; - - // Compile Vertex Shader - OString aVertexShaderSource = loadShader(rVertexShaderName); - char const * VertexSourcePointer = aVertexShaderSource.getStr(); - glShaderSource(VertexShaderID, 1, &VertexSourcePointer , NULL); - glCompileShader(VertexShaderID); - - // Check Vertex Shader - glGetShaderiv(VertexShaderID, GL_COMPILE_STATUS, &Result); - if ( !Result ) - { - glGetShaderiv(VertexShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength); - if ( InfoLogLength > 0 ) - { - std::vector<char> VertexShaderErrorMessage(InfoLogLength+1); - glGetShaderInfoLog(VertexShaderID, InfoLogLength, NULL, &VertexShaderErrorMessage[0]); - VertexShaderErrorMessage.push_back('\0'); - SAL_WARN("vcl.opengl", "vertex shader compile failed : " << &VertexShaderErrorMessage[0]); - } - else - SAL_WARN("vcl.opengl", "vertex shader compile failed without error log"); - - return 0; - } - - // Compile Fragment Shader - OString aFragmentShaderSource = loadShader(rFragmentShaderName); - char const * FragmentSourcePointer = aFragmentShaderSource.getStr(); - glShaderSource(FragmentShaderID, 1, &FragmentSourcePointer , NULL); - glCompileShader(FragmentShaderID); - - // Check Fragment Shader - glGetShaderiv(FragmentShaderID, GL_COMPILE_STATUS, &Result); - if ( !Result ) - { - glGetShaderiv(FragmentShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength); - if ( InfoLogLength > 0 ) - { - std::vector<char> FragmentShaderErrorMessage(InfoLogLength+1); - glGetShaderInfoLog(FragmentShaderID, InfoLogLength, NULL, &FragmentShaderErrorMessage[0]); - FragmentShaderErrorMessage.push_back('\0'); - SAL_WARN("vcl.opengl", "fragment shader compile failed : " << &FragmentShaderErrorMessage[0]); - } - else - SAL_WARN("vcl.opengl", "fragment shader compile failed without error log"); - - - return 0; - } - - // Link the program - GLint ProgramID = glCreateProgram(); - glAttachShader(ProgramID, VertexShaderID); - glAttachShader(ProgramID, FragmentShaderID); - glLinkProgram(ProgramID); - - // Check the program - glGetProgramiv(ProgramID, GL_LINK_STATUS, &Result); - if ( !Result ) - { - glGetProgramiv(ProgramID, GL_INFO_LOG_LENGTH, &InfoLogLength); - if ( InfoLogLength > 0 ) - { - std::vector<char> ProgramErrorMessage(InfoLogLength+1); - glGetProgramInfoLog(ProgramID, InfoLogLength, NULL, &ProgramErrorMessage[0]); - ProgramErrorMessage.push_back('\0'); - SAL_WARN("vcl.opengl", "Shader Program failed : " << &ProgramErrorMessage[0]); - } - else - SAL_WARN("vcl.opengl", "shader program link failed without error log"); - - return 0; - } - - glDeleteShader(VertexShaderID); - glDeleteShader(FragmentShaderID); - - return ProgramID; -} - -namespace { - -GLfloat texCoords[] = { - 0.0f, 0.0f, - 1.0f, 0.0f, - 1.0f, 1.0f, - 0.0f, 1.0f -}; - -} - -int OpenGLRender::InitOpenGL(GLWindow aWindow) -{ - glWin = aWindow; - if(!bGlewInit) - { - glewExperimental = GL_TRUE; - if (glewInit() != GLEW_OK) - { - SAL_WARN("vcl.opengl", "Failed to initialize GLEW"); - return -1; - } - else - bGlewInit = true; - } - - // These guys don't just check support but setup the vtables. - if (glewIsSupported("framebuffer_object") != GLEW_OK) - { - SAL_WARN("vcl.opengl", "GL stack has no framebuffer support"); - return -1; - } - - glEnable(GL_TEXTURE_2D); - glEnable(GL_CULL_FACE); - glCullFace(GL_BACK); - glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); - // Enable depth test - glEnable(GL_DEPTH_TEST); - // Accept fragment if it closer to the camera than the former one - glDepthFunc(GL_LESS); - glEnable(GL_POINT_SMOOTH); - glEnable(GL_LINE_SMOOTH); - glHint(GL_POINT_SMOOTH_HINT, GL_NICEST); - glHint(GL_LINE_SMOOTH_HINT, GL_NICEST); - glEnable(GL_BLEND); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - - glClearColor (1.0, 1.0, 1.0, 1.0); - glClear(GL_COLOR_BUFFER_BIT); - glClearDepth(1.0f); - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - - //Init the Projection matrix - m_Projection = glm::ortho(0.f, float(m_iWidth), 0.f, float(m_iHeight), -1.f, 1.f); - m_View = glm::lookAt(glm::vec3(0,0,1), // Camera is at (4,3,-3), in World Space - glm::vec3(0,0,0), // and looks at the origin - glm::vec3(0,1,0) // Head is up (set to 0,-1,0 to look upside-down) - ); - m_MVP = m_Projection * m_View * m_Model; - glGenBuffers(1, &m_VertexBuffer); - glGenBuffers(1, &m_ColorBuffer); - - CHECK_GL_ERROR(); - - m_CommonProID = LoadShaders("commonVertexShader", "commonFragmentShader"); - m_MatrixID = glGetUniformLocation(m_CommonProID, "MVP"); - m_2DVertexID = glGetAttribLocation(m_CommonProID, "vPosition"); - m_2DColorID = glGetUniformLocation(m_CommonProID, "vColor"); - CHECK_GL_ERROR(); - -#if DEBUG_POSITIONING - m_DebugProID = LoadShaders("debugVertexShader", "debugFragmentShader"); - m_DebugVertexID = glGetAttribLocation(m_DebugProID, "vPosition"); - CHECK_GL_ERROR(); -#endif - - m_BackgroundProID = LoadShaders("backgroundVertexShader", "backgroundFragmentShader"); - m_BackgroundMatrixID = glGetUniformLocation(m_BackgroundProID, "MVP"); - m_BackgroundVertexID = glGetAttribLocation(m_BackgroundProID, "vPosition"); - m_BackgroundColorID = glGetAttribLocation(m_BackgroundProID, "vColor"); - - CHECK_GL_ERROR(); - - m_SymbolProID = LoadShaders("symbolVertexShader", "symbolFragmentShader"); - m_SymbolVertexID = glGetAttribLocation(m_SymbolProID, "vPosition"); - m_SymbolMatrixID = glGetUniformLocation(m_SymbolProID, "MVP"); - m_SymbolColorID = glGetUniformLocation(m_SymbolProID, "vColor"); - m_SymbolShapeID = glGetUniformLocation(m_SymbolProID, "shape"); - - CHECK_GL_ERROR(); - - m_TextProID = LoadShaders("textVertexShader", "textFragmentShader"); - m_TextMatrixID = glGetUniformLocation(m_TextProID, "MVP"); - m_TextVertexID = glGetAttribLocation(m_TextProID, "vPosition"); - m_TextTexCoordID = glGetAttribLocation(m_TextProID, "texCoord"); - m_TextTexID = glGetUniformLocation(m_TextProID, "TextTex"); - - CHECK_GL_ERROR(); - - glGenBuffers(1, &m_TextTexCoordBuf); - glBindBuffer(GL_ARRAY_BUFFER, m_TextTexCoordBuf); - glBufferData(GL_ARRAY_BUFFER, sizeof(texCoords), texCoords, GL_STATIC_DRAW); - glBindBuffer(GL_ARRAY_BUFFER, 0); - -#if defined( WNT ) - SwapBuffers(glWin.hDC); -#elif defined( MACOSX ) - -#elif defined( UNX ) - glXSwapBuffers(glWin.dpy, glWin.win); -#endif - glFlush(); - glEnable(GL_LIGHTING); - GLfloat light_direction[] = { 0.0 , 0.0 , 1.0 }; - GLfloat materialDiffuse[] = { 1.0 , 1.0 , 1.0 , 1.0}; - glLightfv(GL_LIGHT0, GL_SPOT_DIRECTION, light_direction); - glMaterialfv(GL_FRONT,GL_DIFFUSE,materialDiffuse); - glEnable(GL_LIGHT0); - glEnable(GL_NORMALIZE); - return 0; -} - -BitmapEx OpenGLRender::GetAsBitmap() -{ - boost::scoped_array<sal_uInt8> buf(new sal_uInt8[m_iWidth * m_iHeight * 4]); - glReadPixels(0, 0, m_iWidth, m_iHeight, GL_BGRA, GL_UNSIGNED_BYTE, buf.get()); - - Bitmap aBitmap( Size(m_iWidth, m_iHeight), 24 ); - AlphaMask aAlpha( Size(m_iWidth, m_iHeight) ); - - { - Bitmap::ScopedWriteAccess pWriteAccess( aBitmap ); - AlphaMask::ScopedWriteAccess pAlphaWriteAccess( aAlpha ); - - size_t nCurPos = 0; - for( int y = 0; y < m_iHeight; ++y) - { - Scanline pScan = pWriteAccess->GetScanline(y); - Scanline pAlphaScan = pAlphaWriteAccess->GetScanline(y); - for( int x = 0; x < m_iWidth; ++x ) - { - *pScan++ = buf[nCurPos]; - *pScan++ = buf[nCurPos+1]; - *pScan++ = buf[nCurPos+2]; - - nCurPos += 3; - *pAlphaScan++ = static_cast<sal_uInt8>( 255 - buf[nCurPos++] ); - } - } - } - - BitmapEx aBmp(aBitmap, aAlpha); - -#if DEBUG_PNG // debug PNG writing - static int nIdx = 0; - OUString aName = OUString( "file:///home/moggi/Documents/work/" ) + OUString::number( nIdx++ ) + ".png"; - try { - vcl::PNGWriter aWriter( aBmp ); - SvFileStream sOutput( aName, STREAM_WRITE ); - aWriter.Write( sOutput ); - sOutput.Close(); - } catch (...) { - SAL_WARN("vcl.opengl", "Error writing png to " << aName); - } -#endif - - return aBmp; -} - -int OpenGLRender::SetLine2DShapePoint(float x, float y, int listLength) -{ - if (m_Line2DPointList.empty()) - { - m_Line2DPointList.reserve(listLength*3); - } - float actualX = (x / OPENGL_SCALE_VALUE); - float actualY = (y / OPENGL_SCALE_VALUE); - m_Line2DPointList.push_back(actualX); - m_Line2DPointList.push_back(actualY); - m_Line2DPointList.push_back(m_fZStep); - - if (m_Line2DPointList.size() == size_t(listLength * 3)) - { - m_Line2DShapePointList.push_back(m_Line2DPointList); - m_Line2DPointList.clear(); - } - return 0; -} - -int OpenGLRender::RenderLine2FBO(int) -{ - CHECK_GL_ERROR(); - glLineWidth(m_fLineWidth); - size_t listNum = m_Line2DShapePointList.size(); - PosVecf3 trans = {0.0f, 0.0f, 0.0f}; - PosVecf3 angle = {0.0f, 0.0f, 0.0f}; - PosVecf3 scale = {1.0f, 1.0f, 1.0f}; - MoveModelf(trans, angle, scale); - m_MVP = m_Projection * m_View * m_Model; - for (size_t i = 0; i < listNum; i++) - { - Line2DPointList &pointList = m_Line2DShapePointList.front(); - //fill vertex buffer - glBindBuffer(GL_ARRAY_BUFFER, m_VertexBuffer); - CHECK_GL_ERROR(); - glBufferData(GL_ARRAY_BUFFER, pointList.size() * sizeof(float), &pointList[0], GL_STATIC_DRAW); - CHECK_GL_ERROR(); - // Use our shader - glUseProgram(m_CommonProID); - CHECK_GL_ERROR(); - - glUniform4fv(m_2DColorID, 1, &m_2DColor[0]); - CHECK_GL_ERROR(); - glUniformMatrix4fv(m_MatrixID, 1, GL_FALSE, &m_MVP[0][0]); - //CHECK_GL_ERROR(); - - // 1rst attribute buffer : vertices - CHECK_GL_ERROR(); - glVertexAttribPointer( - m_2DVertexID, - 3, // size - GL_FLOAT, // type - GL_FALSE, // normalized? - 0, // stride - (void*)0 // array buffer offset - ); - glEnableVertexAttribArray(m_2DVertexID); - glDrawArrays(GL_LINE_STRIP, 0, pointList.size()/3); // 12*3 indices starting at 0 -> 12 triangles - CHECK_GL_ERROR(); - glUseProgram(0); - glDisableVertexAttribArray(m_2DVertexID); - CHECK_GL_ERROR(); - m_Line2DShapePointList.pop_front(); - } - GLenum status; - CHECK_GL_ERROR(); - CHECK_GL_FRAME_BUFFER_STATUS(); - m_fZStep += Z_STEP; - return 0; -} - -#if DEBUG_POSITIONING -void OpenGLRender::renderDebug() -{ - CHECK_GL_ERROR(); - - GLfloat vertices[4][3] = { - {-0.9, -0.9, 0 }, - {-0.6, -0.2, 0 }, - {0.3, 0.3, 0 }, - {0.9, 0.9, 0 } }; - - glBindBuffer(GL_ARRAY_BUFFER, m_VertexBuffer); - CHECK_GL_ERROR(); - glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); - CHECK_GL_ERROR(); - glUseProgram(m_DebugProID); - CHECK_GL_ERROR(); - glVertexAttribPointer(m_DebugVertexID, 3, GL_FLOAT, GL_FALSE, 0, (void*)0); - CHECK_GL_ERROR(); - glEnableVertexAttribArray(m_DebugVertexID); - - glDrawArrays(GL_LINE_STRIP, 0, 3); - CHECK_GL_ERROR(); - glDisableVertexAttribArray(m_DebugVertexID); - - CHECK_GL_ERROR(); -} -#endif - -void OpenGLRender::prepareToRender() -{ - glViewport(0, 0, m_iWidth, m_iHeight); - if (!m_FboID) - { - // create a texture object - CreateTextureObj(m_iWidth, m_iHeight); - //create render buffer object - CreateRenderObj(m_iWidth, m_iHeight); - //create fbo - CreateFrameBufferObj(); - if (mbArbMultisampleSupported) - { - CreateMultiSampleFrameBufObj(); - } - } - //bind fbo - if (mbArbMultisampleSupported) - { - glBindFramebuffer(GL_FRAMEBUFFER,m_frameBufferMS); - } - else - { - glBindFramebuffer(GL_FRAMEBUFFER, m_FboID); - } - - // Clear the screen - glClearDepth(1.0f); - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - m_fZStep = 0; -} - -void OpenGLRender::renderToBitmap() -{ - if (mbArbMultisampleSupported) - { - GLenum status; - glBindFramebuffer(GL_FRAMEBUFFER, 0); - glBindFramebuffer(GL_READ_FRAMEBUFFER, m_frameBufferMS); - status = glCheckFramebufferStatus(GL_READ_FRAMEBUFFER); - if (status != GL_FRAMEBUFFER_COMPLETE) - { - SAL_INFO("vcl.opengl", "The frame buffer status is not complete!"); - } - glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_FboID); - status = glCheckFramebufferStatus(GL_DRAW_FRAMEBUFFER); - if (status != GL_FRAMEBUFFER_COMPLETE) - { - SAL_INFO("vcl.opengl", "The frame buffer status is not complete!"); - } - glBlitFramebuffer(0, 0 ,m_iWidth, m_iHeight, 0, 0,m_iWidth ,m_iHeight, GL_COLOR_BUFFER_BIT, GL_LINEAR); - glBindFramebuffer(GL_READ_FRAMEBUFFER,0); - glBindFramebuffer(GL_DRAW_FRAMEBUFFER,0); - } - glBindFramebuffer(GL_FRAMEBUFFER, m_FboID); - -#if RENDER_TO_FILE - char fileName[256] = {0}; - sprintf(fileName, "D:\\shaderout_%d_%d.bmp", m_iWidth, m_iHeight); - sal_uInt8 *buf = (sal_uInt8 *)malloc(m_iWidth * m_iHeight * 3 + BMP_HEADER_LEN); - CreateBMPHeader(buf, m_iWidth, m_iHeight); - glReadPixels(0, 0, m_iWidth, m_iHeight, GL_BGR, GL_UNSIGNED_BYTE, buf + BMP_HEADER_LEN); - FILE *pfile = fopen(fileName,"wb"); - fwrite(buf,m_iWidth * m_iHeight * 3 + BMP_HEADER_LEN, 1, pfile); - free(buf); - fclose(pfile); -#else - Graphic aGraphic( GetAsBitmap() ); - uno::Reference< awt::XBitmap> xBmp( aGraphic.GetXGraphic(), uno::UNO_QUERY ); - uno::Reference < beans::XPropertySet > xPropSet ( mxRenderTarget, uno::UNO_QUERY ); - xPropSet->setPropertyValue("Graphic", uno::makeAny(aGraphic.GetXGraphic())); - mxRenderTarget->setSize(awt::Size(m_iWidth*OPENGL_SCALE_VALUE, m_iHeight*OPENGL_SCALE_VALUE)); - mxRenderTarget->setPosition(awt::Point(0,0)); -#endif - glBindFramebuffer(GL_FRAMEBUFFER, 0); -#if defined( WNT ) - SwapBuffers(glWin.hDC); -#elif defined( MACOSX ) - -#elif defined( UNX ) - glXSwapBuffers(glWin.dpy, glWin.win); -#endif - glFlush(); -} - -int OpenGLRender::CreateTextureObj(int width, int height) -{ - glGenTextures(1, &m_TextureObj); - glBindTexture(GL_TEXTURE_2D, m_TextureObj); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL); - CHECK_GL_ERROR(); - glBindTexture(GL_TEXTURE_2D, 0); - return 0; -} - -int OpenGLRender::CreateRenderObj(int width, int height) -{ - glGenRenderbuffers(1, &m_RboID); - CHECK_GL_ERROR(); - glBindRenderbuffer(GL_RENDERBUFFER, m_RboID); - CHECK_GL_ERROR(); - glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, width, height); - CHECK_GL_ERROR(); - glBindRenderbuffer(GL_RENDERBUFFER, 0); - CHECK_GL_ERROR(); - return 0; -} - -int OpenGLRender::MoveModelf(PosVecf3 trans, PosVecf3 angle, PosVecf3 scale) -{ - glm::mat4 aTranslationMatrix = glm::translate(glm::vec3(trans.x, trans.y, trans.z)); - glm::mat4 aScaleMatrix = glm::scale(glm::vec3(scale.x, scale.y, scale.z)); - glm::mat4 aRotationMatrix = glm::eulerAngleYXZ(angle.y, angle.x, angle.z); - m_Model = aTranslationMatrix * aRotationMatrix * aScaleMatrix; - return 0; -} - -int OpenGLRender::CreateFrameBufferObj() -{ - GLenum status; - // create a framebuffer object, you need to delete them when program exits. - glGenFramebuffers(1, &m_FboID); - CHECK_GL_FRAME_BUFFER_STATUS(); - glBindFramebuffer(GL_FRAMEBUFFER, m_FboID); - glBindTexture(GL_TEXTURE_2D, m_TextureObj); - // attach a texture to FBO color attachement point - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_TextureObj, 0); - CHECK_GL_FRAME_BUFFER_STATUS(); - glBindTexture(GL_TEXTURE_2D, 0); - // attach a renderbuffer to depth attachment point - glBindRenderbuffer(GL_RENDERBUFFER, m_RboID); - glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_RboID); - CHECK_GL_FRAME_BUFFER_STATUS(); - glBindRenderbuffer(GL_RENDERBUFFER, 0); - glBindFramebuffer(GL_FRAMEBUFFER, 0); - - return 0; -} - -void OpenGLRender::Release() -{ - glDeleteBuffers(1, &m_VertexBuffer); - glDeleteBuffers(1, &m_ColorBuffer); - glDeleteBuffers(1, &m_TextTexCoordBuf); - glDeleteProgram(m_CommonProID); - glDeleteProgram(m_TextProID); - glDeleteProgram(m_BackgroundProID); - glDeleteProgram(m_SymbolProID); - glDeleteFramebuffers(1, &m_FboID); - glDeleteFramebuffers(1, &m_frameBufferMS); - glDeleteTextures(1, &m_TextureObj); - glDeleteRenderbuffers(1, &m_RboID); - glDeleteRenderbuffers(1, &m_renderBufferColorMS); - glDeleteRenderbuffers(1, &m_renderBufferDepthMS); -#if defined( WNT ) - wglMakeCurrent(NULL, NULL); -#elif defined( MACOSX ) - -#elif defined( UNX ) - - glXMakeCurrent(glWin.dpy, None, NULL); - if( glGetError() != GL_NO_ERROR ) { - SAL_INFO("vcl.opengl", "glError: " << (char *)gluErrorString(glGetError())); - } - glXDestroyContext(glWin.dpy, glWin.ctx); - glWin.ctx = NULL; - glWin.win = 0; - -#endif -} - -OpenGLRender::OpenGLRender(uno::Reference< drawing::XShape > xTarget) - : m_Model(glm::mat4(1.0f)) - , m_TextureObj(0) - , m_FboID(0) - , m_RboID(0) - , m_iWidth(0) - , m_iHeight(0) - , m_fLineWidth(0.001f) - , mxRenderTarget(xTarget) - , mbArbMultisampleSupported(false) -#if defined( _WIN32 ) - , m_iArbMultisampleFormat(0) -#endif - , m_2DColor(glm::vec4(1.0, 0.0, 0.0, 1.0)) - , m_frameBufferMS(0) - , m_renderBufferColorMS(0) - , m_renderBufferDepthMS(0) - , m_CommonProID(0) - , m_2DVertexID(0) - , m_2DColorID(0) - , m_fZStep(0) - , m_TextProID(0) - , m_TextMatrixID(0) - , m_TextVertexID(0) - , m_TextTexCoordID(0) - , m_TextTexCoordBuf(0) - , m_TextTexID(0) - , m_BackgroundProID(0) - , m_BackgroundMatrixID(0) - , m_BackgroundVertexID(0) - , m_BackgroundColorID(0) - , m_SymbolProID(0) - , m_SymbolVertexID(0) - , m_SymbolMatrixID(0) - , m_SymbolColorID(0) - , m_SymbolShapeID(0) -{ - //TODO: moggi: use STL - memset(&m_Bubble2DCircle, 0, sizeof(m_Bubble2DCircle)); - - //TODO: moggi: use STL - for (size_t i = 0; i < sizeof(m_BackgroundColor) / sizeof(float); i++) - { - m_BackgroundColor[i] = 1.0; - } - - mxRenderTarget->setPosition(awt::Point(0,0)); -} - -OpenGLRender::~OpenGLRender() -{ - Release(); -} - -// TODO: moggi: that screws up FBO if called after buffers have been created!!!! -void OpenGLRender::SetSize(int width, int height) -{ - m_iWidth = width; - m_iHeight = height; - m_Projection = glm::ortho(0.f, float(m_iWidth), 0.f, float(m_iHeight), -4.f, 3.f); -} - -#if RENDER_TO_FILE -int OpenGLRender::CreateBMPHeader(sal_uInt8 *bmpHeader, int xsize, int ysize) -{ - unsigned char header[BMP_HEADER_LEN] = { - 0x42, 0x4d, 0, 0, 0, 0, 0, 0, 0, 0, - 54, 0, 0, 0, 40, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 24, 0, - 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0 - }; - - long file_size = (long)xsize * (long)ysize * 3 + 54; - header[2] = (unsigned char)(file_size &0x000000ff); - header[3] = (file_size >> 8) & 0x000000ff; - header[4] = (file_size >> 16) & 0x000000ff; - header[5] = (file_size >> 24) & 0x000000ff; - - long width = xsize; - header[18] = width & 0x000000ff; - header[19] = (width >> 8) &0x000000ff; - header[20] = (width >> 16) &0x000000ff; - header[21] = (width >> 24) &0x000000ff; - - long height = -ysize; - header[22] = height &0x000000ff; - header[23] = (height >> 8) &0x000000ff; - header[24] = (height >> 16) &0x000000ff; - header[25] = (height >> 24) &0x000000ff; - memcpy(bmpHeader, header, BMP_HEADER_LEN); - return 0; -} -#endif - -void OpenGLRender::SetLine2DColor(sal_uInt8 r, sal_uInt8 g, sal_uInt8 b, sal_uInt8 nAlpha) -{ - m_2DColor = glm::vec4((float)r / 255.0f, (float)g / 255.0f, (float)b / 255.0f, nAlpha/255.f); -} - -void OpenGLRender::SetLine2DWidth(int width) -{ - m_fLineWidth = std::max((float)width / OPENGL_SCALE_VALUE, 0.001f); -} - -#if defined( _WIN32 ) -static LRESULT CALLBACK WndProc(HWND hwnd, UINT message, WPARAM wParam, LPARAM lParam) -{ - switch (message) - { - case WM_CREATE: - return 0; - case WM_CLOSE: - PostQuitMessage(0); - return 0; - case WM_DESTROY: - return 0; - case WM_KEYDOWN: - switch(wParam) - { - case VK_ESCAPE: - PostQuitMessage(0); - return 0; - - case VK_SPACE: - break; - } - default: - return DefWindowProc(hwnd, message, wParam, lParam); - } -} - -bool OpenGLRender::InitMultisample(PIXELFORMATDESCRIPTOR pfd) -{ - HWND hWnd = NULL; - //create a temp windwo to check whether support multi-sample, if support, get the format - if (InitTempWindow(&hWnd, m_iWidth, m_iHeight, pfd) < 0) - { - SAL_WARN("vcl.opengl", "Can't create temp window to test"); - return false; - } - - // See If The String Exists In WGL! - if (!WGLisExtensionSupported("WGL_ARB_multisample")) - { - mbArbMultisampleSupported = false; - SAL_WARN("vcl.opengl", "Device doesn't support multi sample"); - return false; - } - // Get Our Pixel Format - PFNWGLCHOOSEPIXELFORMATARBPROC wglChoosePixelFormatARB = (PFNWGLCHOOSEPIXELFORMATARBPROC)wglGetProcAddress("wglChoosePixelFormatARB"); - if (!wglChoosePixelFormatARB) - { - mbArbMultisampleSupported = false; - return false; - } - // Get Our Current Device Context - HDC hDC = GetDC(hWnd); - - int pixelFormat; - int valid; - UINT numFormats; - float fAttributes[] = {0,0}; - // These Attributes Are The Bits We Want To Test For In Our Sample - // Everything Is Pretty Standard, The Only One We Want To - // Really Focus On Is The SAMPLE BUFFERS ARB And WGL SAMPLES - // These Two Are Going To Do The Main Testing For Whether Or Not - // We Support Multisampling On This Hardware. - int iAttributes[] = - { - WGL_DRAW_TO_WINDOW_ARB,GL_TRUE, - WGL_SUPPORT_OPENGL_ARB,GL_TRUE, - WGL_ACCELERATION_ARB,WGL_FULL_ACCELERATION_ARB, - WGL_COLOR_BITS_ARB,24, - WGL_ALPHA_BITS_ARB,8, - WGL_DEPTH_BITS_ARB,16, - WGL_STENCIL_BITS_ARB,0, - WGL_DOUBLE_BUFFER_ARB,GL_TRUE, - WGL_SAMPLE_BUFFERS_ARB,GL_TRUE, - WGL_SAMPLES_ARB,8, - 0,0 - }; - // First We Check To See If We Can Get A Pixel Format For 4 Samples - valid = wglChoosePixelFormatARB(hDC, iAttributes, fAttributes, 1, &pixelFormat, &numFormats); - // If We Returned True, And Our Format Count Is Greater Than 1 - if (valid && numFormats >= 1) - { - mbArbMultisampleSupported = true; - m_iArbMultisampleFormat = pixelFormat; - wglMakeCurrent(NULL, NULL); - wglDeleteContext(glWin.hRC); - ReleaseDC(hWnd, glWin.hDC); - DestroyWindow(hWnd); - return mbArbMultisampleSupported; - } - // Our Pixel Format With 4 Samples Failed, Test For 2 Samples - iAttributes[19] = 2; - valid = wglChoosePixelFormatARB(hDC, iAttributes, fAttributes, 1, &pixelFormat, &numFormats); - if (valid && numFormats >= 1) - { - mbArbMultisampleSupported = true; - m_iArbMultisampleFormat = pixelFormat; - wglMakeCurrent(NULL, NULL); - wglDeleteContext(glWin.hRC); - ReleaseDC(hWnd, glWin.hDC); - DestroyWindow(hWnd); - return mbArbMultisampleSupported; - } - // Return The Valid Format - wglMakeCurrent(NULL, NULL); - wglDeleteContext(glWin.hRC); - ReleaseDC(hWnd, glWin.hDC); - DestroyWindow(hWnd); - return mbArbMultisampleSupported; -} - -bool OpenGLRender::GetMSAASupport() -{ - return mbArbMultisampleSupported; -} - -int OpenGLRender::GetMSAAFormat() -{ - return m_iArbMultisampleFormat; -} - -//TODO: moggi: why the hell do we need another implementation here? -int OpenGLRender::InitTempWindow(HWND *hwnd, int width, int height, PIXELFORMATDESCRIPTOR inPfd) -{ - PIXELFORMATDESCRIPTOR pfd = inPfd; - int pfmt; - int ret; - WNDCLASS wc; - wc.style = 0; - wc.lpfnWndProc = WndProc; - wc.cbClsExtra = wc.cbWndExtra = 0; - wc.hInstance = NULL; - wc.hIcon = NULL; - wc.hCursor = NULL; - wc.hbrBackground = NULL; - wc.lpszMenuName = NULL; - wc.lpszClassName = (LPCSTR)"GLRenderer"; - RegisterClass(&wc); - *hwnd = CreateWindow(wc.lpszClassName, NULL, WS_DISABLED, 0, 0, width, height, NULL, NULL, wc.hInstance, NULL); - glWin.hDC = GetDC(*hwnd); - pfmt = ChoosePixelFormat(glWin.hDC, &pfd); - if (!pfmt) - { - return -1; - } - ret = SetPixelFormat(glWin.hDC, pfmt, &pfd); - if(!ret) - { - return -1; - } - glWin.hRC = wglCreateContext(glWin.hDC); - if(!(glWin.hRC)) - { - return -1; - } - ret = wglMakeCurrent(glWin.hDC, glWin.hRC); - if(!ret) - { - return -1; - } - return 0; -} - -bool OpenGLRender::WGLisExtensionSupported(const char *extension) -{ - const size_t extlen = strlen(extension); - const char *supported = NULL; - - // Try To Use wglGetExtensionStringARB On Current DC, If Possible - PROC wglGetExtString = wglGetProcAddress("wglGetExtensionsStringARB"); - - if (wglGetExtString) - supported = ((char*(__stdcall*)(HDC))wglGetExtString)(wglGetCurrentDC()); - // If That Failed, Try Standard Opengl Extensions String - if (supported == NULL) - supported = (char*)glGetString(GL_EXTENSIONS); - // If That Failed Too, Must Be No Extensions Supported - if (supported == NULL) - return 0; - - // Begin Examination At Start Of String, Increment By 1 On False Match - for (const char* p = supported; ; p++) - { - // Advance p Up To The Next Possible Match - p = strstr(p, extension); - - if (p == NULL) - return 0; // No Match - - // Make Sure That Match Is At The Start Of The String Or That - // The Previous Char Is A Space, Or Else We Could Accidentally - // Match "wglFunkywglExtension" With "wglExtension" - - // Also, Make Sure That The Following Character Is Space Or NULL - // Or Else "wglExtensionTwo" Might Match "wglExtension" - if ((p==supported || p[-1]==' ') && (p[extlen]=='\0' || p[extlen]==' ')) - return 1; // Match - } -} -#endif - -void OpenGLRender::SetColor(sal_uInt32 color, sal_uInt8 nAlpha) -{ - sal_uInt8 r = (color & 0x00FF0000) >> 16; - sal_uInt8 g = (color & 0x0000FF00) >> 8; - sal_uInt8 b = (color & 0x000000FF); - m_2DColor = glm::vec4((float)r / 255.0f, (float)g / 255.0f, (float)b / 255.0f, nAlpha/ 255.f); -} - -int OpenGLRender::CreateMultiSampleFrameBufObj() -{ - glGenFramebuffers(1, &m_frameBufferMS); - glBindFramebuffer(GL_FRAMEBUFFER, m_frameBufferMS); - - glGenRenderbuffers(1, &m_renderBufferColorMS); - glBindRenderbuffer(GL_RENDERBUFFER, m_renderBufferColorMS); - glRenderbufferStorageMultisample(GL_RENDERBUFFER, 8, GL_RGB, m_iWidth, m_iHeight); - glBindRenderbuffer(GL_RENDERBUFFER, 0); - glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, m_renderBufferColorMS); - - glGenRenderbuffers(1, &m_renderBufferDepthMS); - glBindRenderbuffer(GL_RENDERBUFFER, m_renderBufferDepthMS); - glRenderbufferStorageMultisample(GL_RENDERBUFFER, 8, GL_DEPTH_COMPONENT24, m_iWidth, m_iHeight); - glBindRenderbuffer(GL_RENDERBUFFER, 0); - glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_renderBufferDepthMS); - glBindFramebuffer(GL_FRAMEBUFFER, 0); - - return 0; -} - -int OpenGLRender::Create2DCircle(int detail) -{ - float angle; - if (detail <= 0) - { - return -1; - } - m_Bubble2DCircle.clear(); - m_Bubble2DCircle.reserve(2 * (detail + 3)); - m_Bubble2DCircle.push_back(0); - m_Bubble2DCircle.push_back(0); - for(angle = 2.0f * GL_PI; angle > -(2.0f * GL_PI / detail); angle -= (2.0f * GL_PI / detail)) - { - m_Bubble2DCircle.push_back(sin(angle)); - m_Bubble2DCircle.push_back(cos(angle)); - } - return 0; -} - -int OpenGLRender::Bubble2DShapePoint(float x, float y, float directionX, float directionY) -{ - //check whether to create the circle data - if (m_Bubble2DCircle.empty()) - { - Create2DCircle(100); - } - - float actualX = (x / OPENGL_SCALE_VALUE); - float actualY = (y / OPENGL_SCALE_VALUE); - Bubble2DPointList aBubble2DPointList; - aBubble2DPointList.xScale = directionX / OPENGL_SCALE_VALUE; - aBubble2DPointList.yScale = directionY / OPENGL_SCALE_VALUE; - aBubble2DPointList.x = actualX + aBubble2DPointList.xScale / 2; - aBubble2DPointList.y = actualY + aBubble2DPointList.yScale / 2; - - m_Bubble2DShapePointList.push_back(aBubble2DPointList); - return 0; -} - -int OpenGLRender::RenderBubble2FBO(int) -{ - CHECK_GL_ERROR(); - glm::vec4 edgeColor = glm::vec4(0.0, 0.0, 0.0, 1.0); - size_t listNum = m_Bubble2DShapePointList.size(); - for (size_t i = 0; i < listNum; i++) - { - //move the circle to the pos, and scale using the xScale and Y scale - Bubble2DPointList &pointList = m_Bubble2DShapePointList.front(); - PosVecf3 trans = {pointList.x, pointList.y, m_fZStep}; - PosVecf3 angle = {0.0f, 0.0f, 0.0f}; - PosVecf3 scale = {pointList.xScale, pointList.yScale, 1.0f}; - MoveModelf(trans, angle, scale); - m_MVP = m_Projection * m_View * m_Model; - //render to fbo - //fill vertex buffer - glBindBuffer(GL_ARRAY_BUFFER, m_VertexBuffer); - if (m_Bubble2DCircle.empty()) - { - Create2DCircle(100); - } - glBufferData(GL_ARRAY_BUFFER, m_Bubble2DCircle.size() * sizeof(GLfloat), &m_Bubble2DCircle[0], GL_STATIC_DRAW); - - glUseProgram(m_CommonProID); - - glUniform4fv(m_2DColorID, 1, &m_2DColor[0]); - - glUniformMatrix4fv(m_MatrixID, 1, GL_FALSE, &m_MVP[0][0]); - // 1rst attribute buffer : vertices - glEnableVertexAttribArray(m_2DVertexID); - glBindBuffer(GL_ARRAY_BUFFER, m_VertexBuffer); - glVertexAttribPointer( - m_2DVertexID, // attribute. No particular reason for 0, but must match the layout in the shader. - 2, // size - GL_FLOAT, // type - GL_FALSE, // normalized? - 0, // stride - (void*)0 // array buffer offset - ); - glDrawArrays(GL_TRIANGLE_FAN, 0, m_Bubble2DCircle.size() / 2); - glDisableVertexAttribArray(m_2DVertexID); - glUseProgram(0); - glBindBuffer(GL_ARRAY_BUFFER, 0); - //add black edge - glLineWidth(3.0); - glBindBuffer(GL_ARRAY_BUFFER, m_VertexBuffer); - glBufferData(GL_ARRAY_BUFFER, m_Bubble2DCircle.size() * sizeof(GLfloat) -2 , &m_Bubble2DCircle[2], GL_STATIC_DRAW); - glUseProgram(m_CommonProID); - glUniform4fv(m_2DColorID, 1, &edgeColor[0]); - glUniformMatrix4fv(m_MatrixID, 1, GL_FALSE, &m_MVP[0][0]); - glEnableVertexAttribArray(m_2DVertexID); - glBindBuffer(GL_ARRAY_BUFFER, m_VertexBuffer); - glVertexAttribPointer( - m_2DVertexID, // attribute. No particular reason for 0, but must match the layout in the shader. - 2, // size - GL_FLOAT, // type - GL_FALSE, // normalized? - 0, // stride - (void*)0 // array buffer offset - ); - glDrawArrays(GL_LINE_STRIP, 0, (m_Bubble2DCircle.size() * sizeof(GLfloat) -2) / sizeof(float) / 2); - glDisableVertexAttribArray(m_2DVertexID); - glUseProgram(0); - glBindBuffer(GL_ARRAY_BUFFER, 0); - m_Bubble2DShapePointList.pop_front(); - glLineWidth(m_fLineWidth); - } - //if use MSAA, we should copy the data to the FBO texture - GLenum fbResult = glCheckFramebufferStatus(GL_FRAMEBUFFER); - if( fbResult != GL_FRAMEBUFFER_COMPLETE ) - { - SAL_WARN("vcl.opengl", "error"); - return -1; - } - CHECK_GL_ERROR(); - m_fZStep += Z_STEP; - return 0; -} - -int OpenGLRender::RectangleShapePoint(float x, float y, float directionX, float directionY) -{ - //check whether to create the circle data - float actualX = x / OPENGL_SCALE_VALUE; - float actualY = y / OPENGL_SCALE_VALUE; - float actualSizeX = directionX / OPENGL_SCALE_VALUE; - float actualSizeY = directionY / OPENGL_SCALE_VALUE; - RectanglePointList aRectangle; - - aRectangle.points[0] = actualX; - aRectangle.points[1] = actualY; - aRectangle.points[2] = m_fZStep; - aRectangle.points[3] = actualX + actualSizeX; - aRectangle.points[4] = actualY; - aRectangle.points[5] = m_fZStep; - aRectangle.points[6] = actualX + actualSizeX; - aRectangle.points[7] = actualY + actualSizeY; - aRectangle.points[8] = m_fZStep; - aRectangle.points[9] = actualX; - aRectangle.points[10] = actualY + actualSizeY; - aRectangle.points[11] = m_fZStep; - - m_RectangleShapePointList.push_back(aRectangle); - return 0; -} - - -int OpenGLRender::RenderRectangleShape(bool bBorder, bool bFill) -{ - size_t listNum = m_RectangleShapePointList.size(); - for (size_t i = 0; i < listNum; i++) - { - //move the circle to the pos, and scale using the xScale and Y scale - RectanglePointList &pointList = m_RectangleShapePointList.front(); - { - PosVecf3 trans = {0, 0, 0}; - PosVecf3 angle = {0.0f, 0.0f, 0.0f}; - PosVecf3 scale = {1, 1, 1.0f}; - MoveModelf(trans, angle, scale); - m_MVP = m_Projection * m_View * m_Model; - } - - //render to fbo - //fill vertex buffer - glBindBuffer(GL_ARRAY_BUFFER, m_VertexBuffer); - glBufferData(GL_ARRAY_BUFFER, sizeof(pointList.points), pointList.points, GL_STATIC_DRAW); - - glBindBuffer(GL_ARRAY_BUFFER, m_ColorBuffer); - glBufferData(GL_ARRAY_BUFFER, sizeof(m_BackgroundColor), m_BackgroundColor, GL_STATIC_DRAW); - glUseProgram(m_BackgroundProID); - - glUniformMatrix4fv(m_BackgroundMatrixID, 1, GL_FALSE, &m_MVP[0][0]); - if(bFill) - { - glEnableVertexAttribArray(m_BackgroundVertexID); - glBindBuffer(GL_ARRAY_BUFFER, m_VertexBuffer); - glVertexAttribPointer( - m_BackgroundVertexID, // attribute. No particular reason for 0, but must match the layout in the shader. - 3, // size - GL_FLOAT, // type - GL_FALSE, // normalized? - 0, // stride - (void*)0 // array buffer offset - ); - - // 2nd attribute buffer : color - glEnableVertexAttribArray(m_BackgroundColorID); - glBindBuffer(GL_ARRAY_BUFFER, m_ColorBuffer); - glVertexAttribPointer( - m_BackgroundColorID, // attribute. No particular reason for 0, but must match the layout in the shader. - 4, // size - GL_FLOAT, // type - GL_FALSE, // normalized? - 0, // stride - (void*)0 // array buffer offset - ); - //TODO: moggi: get rid of GL_QUADS - glDrawArrays(GL_QUADS, 0, 4); - glDisableVertexAttribArray(m_BackgroundVertexID); - glDisableVertexAttribArray(m_BackgroundColorID); - } - if(bBorder) - { - if(bFill) - { - PosVecf3 trans = {0.0, 0.0, Z_STEP }; - PosVecf3 angle = {0.0f, 0.0f, 0.0f}; - PosVecf3 scale = {1, 1, 1.0f}; - MoveModelf(trans, angle, scale); - m_MVP = m_Projection * m_View * m_Model; - - m_fZStep += Z_STEP; - glUniformMatrix4fv(m_BackgroundMatrixID, 1, GL_FALSE, &m_MVP[0][0]); - } - SetBackGroundColor(COL_BLACK, COL_BLACK, 255); - - glBindBuffer(GL_ARRAY_BUFFER, m_ColorBuffer); - glBufferData(GL_ARRAY_BUFFER, sizeof(m_BackgroundColor), m_BackgroundColor, GL_STATIC_DRAW); - // 1rst attribute buffer : vertices - glEnableVertexAttribArray(m_BackgroundVertexID); - glBindBuffer(GL_ARRAY_BUFFER, m_VertexBuffer); - glVertexAttribPointer( - m_BackgroundVertexID, // attribute. No particular reason for 0, but must match the layout in the shader. - 3, // size - GL_FLOAT, // type - GL_FALSE, // normalized? - 0, // stride - (void*)0 // array buffer offset - ); - - // 2nd attribute buffer : color - glEnableVertexAttribArray(m_BackgroundColorID); - glBindBuffer(GL_ARRAY_BUFFER, m_ColorBuffer); - glVertexAttribPointer( - m_BackgroundColorID, // attribute. No particular reason for 0, but must match the layout in the shader. - 4, // size - GL_FLOAT, // type - GL_FALSE, // normalized? - 0, // stride - (void*)0 // array buffer offset - ); - glDrawArrays(GL_LINE_LOOP, 0, 4); - glDisableVertexAttribArray(m_BackgroundVertexID); - glDisableVertexAttribArray(m_BackgroundColorID); - } - glDisableVertexAttribArray(m_BackgroundVertexID); - glDisableVertexAttribArray(m_BackgroundColorID); - glUseProgram(0); - glBindBuffer(GL_ARRAY_BUFFER, 0); - m_RectangleShapePointList.pop_front(); - } - CHECK_GL_ERROR(); - - m_fZStep += Z_STEP; - return 0; -} - - -int OpenGLRender::CreateTextTexture(const BitmapEx& rBitmapEx, const awt::Point&, const awt::Size& aSize, long rotation, - const drawing::HomogenMatrix3& rTrans) -{ -#if DEBUG_PNG // debug PNG writing - static int nIdx = 0; - OUString aName = OUString( "file:///home/moggi/Documents/work/text" ) + OUString::number( nIdx++ ) + ".png"; - try { - vcl::PNGWriter aWriter( rBitmapEx ); - SvFileStream sOutput( aName, STREAM_WRITE ); - aWriter.Write( sOutput ); - sOutput.Close(); - } catch (...) { - SAL_WARN("vcl.opengl", "Error writing png to " << aName); - } -#endif - - long bmpWidth = rBitmapEx.GetSizePixel().Width(); - long bmpHeight = rBitmapEx.GetSizePixel().Height(); - - Bitmap aBitmap (rBitmapEx.GetBitmap()); - AlphaMask aAlpha (rBitmapEx.GetAlpha()); - boost::scoped_array<sal_uInt8> bitmapBuf(new sal_uInt8[4* bmpWidth * bmpHeight ]); - Bitmap::ScopedReadAccess pReadAccces( aBitmap ); - AlphaMask::ScopedReadAccess pAlphaReadAccess( aAlpha ); - - size_t i = 0; - for (long ny = 0; ny < bmpHeight; ny++) - { - Scanline pAScan = pAlphaReadAccess->GetScanline(ny); - for(long nx = 0; nx < bmpWidth; nx++) - { - BitmapColor aCol = pReadAccces->GetColor( ny, nx ); - bitmapBuf[i++] = aCol.GetRed(); - bitmapBuf[i++] = aCol.GetGreen(); - bitmapBuf[i++] = aCol.GetBlue(); - bitmapBuf[i++] = 255 - *pAScan++; - } - } - - TextInfo aTextInfo; - aTextInfo.rotation = -(double)rotation / 360.0 * 2* GL_PI; - aTextInfo.vertex[0] = -aSize.Width / 2 / OPENGL_SCALE_VALUE; - aTextInfo.vertex[1] = -aSize.Height / 2 / OPENGL_SCALE_VALUE; - aTextInfo.vertex[2] = m_fZStep; - - aTextInfo.vertex[3] = aSize.Width / 2 / OPENGL_SCALE_VALUE ; - aTextInfo.vertex[4] = -aSize.Height / 2 / OPENGL_SCALE_VALUE; - aTextInfo.vertex[5] = m_fZStep; - - aTextInfo.vertex[6] = aSize.Width / 2 / OPENGL_SCALE_VALUE; - aTextInfo.vertex[7] = aSize.Height / 2 / OPENGL_SCALE_VALUE; - aTextInfo.vertex[8] = m_fZStep; - - aTextInfo.vertex[9] = -aSize.Width / 2 / OPENGL_SCALE_VALUE; - aTextInfo.vertex[10] = aSize.Height / 2 / OPENGL_SCALE_VALUE; - aTextInfo.vertex[11] = m_fZStep; - aTextInfo.nDx = (rTrans.Line1.Column3 + aSize.Width / 2 ) / OPENGL_SCALE_VALUE - bmpWidth/2; - aTextInfo.nDy = (rTrans.Line2.Column3 + aSize.Height / 2 ) / OPENGL_SCALE_VALUE - bmpHeight/2; - - CHECK_GL_ERROR(); - glGenTextures(1, &aTextInfo.texture); - CHECK_GL_ERROR(); - glBindTexture(GL_TEXTURE_2D, aTextInfo.texture); - CHECK_GL_ERROR(); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); - CHECK_GL_ERROR(); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); - CHECK_GL_ERROR(); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); - CHECK_GL_ERROR(); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); - CHECK_GL_ERROR(); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, bmpWidth, bmpHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, bitmapBuf.get()); - CHECK_GL_ERROR(); - glBindTexture(GL_TEXTURE_2D, 0); - CHECK_GL_ERROR(); - m_TextInfoList.push_back(aTextInfo); - return 0; -} - -int OpenGLRender::RenderTextShape() -{ - CHECK_GL_ERROR(); - size_t listNum = m_TextInfoList.size(); - for (size_t i = 0; i < listNum; i++) - { - TextInfo &textInfo = m_TextInfoList.front(); - PosVecf3 trans = { textInfo.nDx, textInfo.nDy, 0}; - PosVecf3 angle = {0.0f, 0.0f, float(textInfo.rotation)}; - PosVecf3 scale = {1.0, 1.0, 1.0f}; - MoveModelf(trans, angle, scale); - m_MVP = m_Projection * m_View * m_Model; - glBindBuffer(GL_ARRAY_BUFFER, m_VertexBuffer); - CHECK_GL_ERROR(); - glBufferData(GL_ARRAY_BUFFER, sizeof(textInfo.vertex), textInfo.vertex, GL_STATIC_DRAW); - CHECK_GL_ERROR(); - glUseProgram(m_TextProID); - - CHECK_GL_ERROR(); - glUniformMatrix4fv(m_TextMatrixID, 1, GL_FALSE, &m_MVP[0][0]); - // 1rst attribute buffer : vertices - glEnableVertexAttribArray(m_TextVertexID); - glBindBuffer(GL_ARRAY_BUFFER, m_VertexBuffer); - glVertexAttribPointer( - m_TextVertexID, - 3, // size - GL_FLOAT, // type - GL_FALSE, // normalized? - 0, // stride - (void*)0 // array buffer offset - ); - //tex coord - CHECK_GL_ERROR(); - glEnableVertexAttribArray(m_TextTexCoordID); - glBindBuffer(GL_ARRAY_BUFFER, m_TextTexCoordBuf); - glVertexAttribPointer( - m_TextTexCoordID, - 2, // size - GL_FLOAT, // type - GL_FALSE, // normalized? - 0, // stride - (void*)0 // array buffer offset - ); - //texture - CHECK_GL_ERROR(); - glBindTexture(GL_TEXTURE_2D, textInfo.texture); - CHECK_GL_ERROR(); - glUniform1i(m_TextTexID, 0); - CHECK_GL_ERROR(); - //TODO: moggi: get rid fo GL_QUADS - glDrawArrays(GL_QUADS, 0, 4); - CHECK_GL_ERROR(); - glDisableVertexAttribArray(m_TextTexCoordID); - CHECK_GL_ERROR(); - glDisableVertexAttribArray(m_TextVertexID); - CHECK_GL_ERROR(); - glBindTexture(GL_TEXTURE_2D, 0); - glUseProgram(0); - glDeleteTextures(1, &textInfo.texture); - CHECK_GL_ERROR(); - m_TextInfoList.pop_front(); - } - CHECK_GL_ERROR(); - m_fZStep += Z_STEP; - return 0; -} - -int OpenGLRender::SetArea2DShapePoint(float x, float y, int listLength) -{ - if (m_Area2DPointList.empty()) - { - m_Area2DPointList.reserve(listLength); - } - float actualX = (x / OPENGL_SCALE_VALUE); - float actualY = (y / OPENGL_SCALE_VALUE); - m_Area2DPointList.push_back(actualX); - m_Area2DPointList.push_back(actualY); - m_Area2DPointList.push_back(m_fZStep); - - if (m_Area2DPointList.size() == size_t(listLength * 3)) - { - m_Area2DShapePointList.push_back(m_Area2DPointList); - m_Area2DPointList.clear(); - } - return 0; -} - -namespace { - -// only 2D -bool checkCCW(const Area2DPointList& rPoints) -{ - if(rPoints.size() < 3) - return true; - - GLfloat sum = 0; - for(size_t i = 1; i < rPoints.size()/3; i += 3) - { - GLfloat x1 = rPoints[(i-1)*3]; - GLfloat x2 = rPoints[i*3]; - GLfloat y1 = rPoints[(i-1)*3 + 1]; - GLfloat y2 = rPoints[i*3 + 1]; - GLfloat prod = (x2-x1)*(y2+y1); - - sum += prod; - } - - return (sum <= 0); -} - -} - -int OpenGLRender::RenderArea2DShape() -{ - CHECK_GL_ERROR(); - - glDisable(GL_MULTISAMPLE); - size_t listNum = m_Area2DShapePointList.size(); - PosVecf3 trans = {0.0f, 0.0f, 0.0f}; - PosVecf3 angle = {0.0f, 0.0f, 0.0f}; - PosVecf3 scale = {1.0f, 1.0f, 1.0f}; - MoveModelf(trans, angle, scale); - m_MVP = m_Projection * m_View * m_Model; - for (size_t i = 0; i < listNum; ++i) - { - Area2DPointList &pointList = m_Area2DShapePointList.front(); - bool bIsCCW = checkCCW(pointList); // is it counter clockwise (CCW) or clockwise (CW) - if(!bIsCCW) - glFrontFace(GL_CW); - //fill vertex buffer - glBindBuffer(GL_ARRAY_BUFFER, m_VertexBuffer); - glBufferData(GL_ARRAY_BUFFER, pointList.size() * sizeof(float), &pointList[0], GL_STATIC_DRAW); - // Use our shader - glUseProgram(m_CommonProID); - - glUniform4fv(m_2DColorID, 1, &m_2DColor[0]); - - glUniformMatrix4fv(m_MatrixID, 1, GL_FALSE, &m_MVP[0][0]); - - // 1rst attribute buffer : vertices - glEnableVertexAttribArray(m_2DVertexID); - glBindBuffer(GL_ARRAY_BUFFER, m_VertexBuffer); - glVertexAttribPointer( - m_2DVertexID, // attribute. No particular reason for 0, but must match the layout in the shader. - 3, // size - GL_FLOAT, // type - GL_FALSE, // normalized? - 0, // stride - (void*)0 // array buffer offset - ); - // TODO: moggi: remove deprecated GL_POLYGON - glDrawArrays(GL_POLYGON, 0, pointList.size() / 3); // 12*3 indices starting at 0 -> 12 triangles - glDisableVertexAttribArray(m_2DVertexID); - glUseProgram(0); - if(!bIsCCW) - glFrontFace(GL_CCW); - m_Area2DShapePointList.pop_front(); - } - glEnable(GL_MULTISAMPLE); - m_fZStep += Z_STEP; - - CHECK_GL_ERROR(); - - return 0; -} - -void OpenGLRender::SetBackGroundColor(sal_uInt32 color1, sal_uInt32 color2, sal_uInt8 nAlpha) -{ - sal_uInt8 r = (color1 & 0x00FF0000) >> 16; - sal_uInt8 g = (color1 & 0x0000FF00) >> 8; - sal_uInt8 b = (color1 & 0x000000FF); - - m_BackgroundColor[0] = (float)r / 255.0f; - m_BackgroundColor[1] = (float)g / 255.0f; - m_BackgroundColor[2] = (float)b / 255.0f; - m_BackgroundColor[3] = nAlpha / 255.0f; - - m_BackgroundColor[4] = (float)r / 255.0f; - m_BackgroundColor[5] = (float)g / 255.0f; - m_BackgroundColor[6] = (float)b / 255.0f; - m_BackgroundColor[7] = nAlpha / 255.0f; - - r = (color2 & 0x00FF0000) >> 16; - g = (color2 & 0x0000FF00) >> 8; - b = (color2 & 0x000000FF); - - m_BackgroundColor[8] = (float)r / 255.0f; - m_BackgroundColor[9] = (float)g / 255.0f; - m_BackgroundColor[10] = (float)b / 255.0f; - m_BackgroundColor[11] = nAlpha / 255.0f; - - m_BackgroundColor[12] = (float)r / 255.0f; - m_BackgroundColor[13] = (float)g / 255.0f; - m_BackgroundColor[14] = (float)b / 255.0f; - m_BackgroundColor[15] = nAlpha / 255.0f; - SAL_INFO("vcl.opengl", "color1 = " << color1 << ", color2 = " << color2); - -} - -void OpenGLRender::SetChartTransparencyGradient(long transparencyGradient) -{ - if (transparencyGradient == 1) - { - m_BackgroundColor[11] = 0.0; - m_BackgroundColor[15] = 0.0; - } -} - -void OpenGLRender::GeneratePieSegment2D(double fInnerRadius, double fOutterRadius, double nAngleStart, double nAngleWidth) -{ - double nAngleStep = 1; - PieSegment2DPointList aPointList; - // TODO: moggi: GL_TRIANGLE_FAN seems not to work - bool bInnerRadiusNotZero = true; //!rtl::math::approxEqual(0.0, fInnerRadius); - size_t nVectorSize = 3*(nAngleWidth/nAngleStep); - if(bInnerRadiusNotZero) - nVectorSize *= 2; - - nAngleStart += 90; - aPointList.reserve(nVectorSize); - // if inner radius = 0 generate a normal pie segment (triangle fan) - // if inner radius != 0 generate a pie segment - inner pie (triangle strip) - if(!bInnerRadiusNotZero) - { - aPointList.push_back(0); - aPointList.push_back(0); - aPointList.push_back(m_fZStep); - } - for(double nAngle = nAngleStart; nAngle <= nAngleStart + nAngleWidth; nAngle += nAngleStep) - { - float xVal = sin(nAngle/360*2*GL_PI); - float yVal = cos(nAngle/360*2*GL_PI); - aPointList.push_back(fOutterRadius * xVal); - aPointList.push_back(fOutterRadius * yVal); - aPointList.push_back(m_fZStep); - - if(bInnerRadiusNotZero) - { - aPointList.push_back(fInnerRadius * xVal); - aPointList.push_back(fInnerRadius * yVal); - aPointList.push_back(m_fZStep); - } - } - - m_PieSegment2DShapePointList.push_back(aPointList); -} - -int OpenGLRender::RenderPieSegment2DShape(float fSize, float fPosX, float fPosY) -{ - int listNum = m_PieSegment2DShapePointList.size(); - PosVecf3 trans = {fPosX/OPENGL_SCALE_VALUE, fPosY/OPENGL_SCALE_VALUE, 0.0f}; - PosVecf3 angle = {0.0f, 0.0f, 0.0f}; - PosVecf3 scale = {fSize/OPENGL_SCALE_VALUE, fSize/OPENGL_SCALE_VALUE, 1.0f}; - MoveModelf(trans, angle, scale); - m_MVP = m_Projection * m_View * m_Model; - - for (int i = 0; i < listNum; i++) - { - PieSegment2DPointList &pointList = m_PieSegment2DShapePointList.back(); - //fill vertex buffer - glBindBuffer(GL_ARRAY_BUFFER, m_VertexBuffer); - glBufferData(GL_ARRAY_BUFFER, pointList.size() * sizeof(float), &pointList[0] , GL_STATIC_DRAW); - // Use our shader - glUseProgram(m_CommonProID); - - glUniform4fv(m_2DColorID, 1, &m_2DColor[0]); - - glUniformMatrix4fv(m_MatrixID, 1, GL_FALSE, &m_MVP[0][0]); - - // 1rst attribute buffer : vertices - glEnableVertexAttribArray(m_2DVertexID); - glBindBuffer(GL_ARRAY_BUFFER, m_VertexBuffer); - glVertexAttribPointer( - m_2DVertexID, // attribute. No particular reason for 0, but must match the layout in the shader. - 3, // size - GL_FLOAT, // type - GL_FALSE, // normalized? - 0, // stride - (void*)0 // array buffer offset - ); - glDrawArrays(GL_TRIANGLE_STRIP, 0, pointList.size() / 3); // 12*3 indices starting at 0 -> 12 triangles - glDisableVertexAttribArray(m_2DVertexID); - glUseProgram(0); - m_PieSegment2DShapePointList.pop_back(); - CHECK_GL_ERROR(); - - } - m_fZStep += Z_STEP; - - CHECK_GL_ERROR(); - return 0; -} - -int OpenGLRender::RenderSymbol2DShape(float x, float y, float , float , sal_Int32 nSymbol) -{ - CHECK_GL_ERROR(); - - glPointSize(20.f); - CHECK_GL_ERROR(); - PosVecf3 trans = {0.0, 0.0, 0.0}; - PosVecf3 angle = {0.0f, 0.0f, 0.0f}; - PosVecf3 scale = {1.0, 1.0, 1.0f}; - MoveModelf(trans, angle, scale); - m_MVP = m_Projection * m_View * m_Model; - - float aPos[3] = { x/OPENGL_SCALE_VALUE, y/OPENGL_SCALE_VALUE, m_fZStep }; - //fill vertex buffer - glBindBuffer(GL_ARRAY_BUFFER, m_VertexBuffer); - CHECK_GL_ERROR(); - glBufferData(GL_ARRAY_BUFFER, 3 * sizeof(float), aPos, GL_STATIC_DRAW); - CHECK_GL_ERROR(); - - // Use our shader - glUseProgram(m_SymbolProID); - CHECK_GL_ERROR(); - - glUniform4fv(m_SymbolColorID, 1, &m_2DColor[0]); - glUniform1i(m_SymbolShapeID, nSymbol); - CHECK_GL_ERROR(); - - glUniformMatrix4fv(m_SymbolMatrixID, 1, GL_FALSE, &m_MVP[0][0]); - - CHECK_GL_ERROR(); - // 1rst attribute buffer : vertices - glEnableVertexAttribArray(m_SymbolVertexID); - glBindBuffer(GL_ARRAY_BUFFER, m_VertexBuffer); - glVertexAttribPointer( - m_SymbolVertexID, // attribute. No particular reason for 0, but must match the layout in the shader. - 3, // size - GL_FLOAT, // type - GL_FALSE, // normalized? - 0, // stride - (void*)0 // array buffer offset - ); - - glDrawArrays(GL_POINTS, 0, 1); - - glDisableVertexAttribArray(m_SymbolVertexID); - CHECK_GL_ERROR(); - glUseProgram(0); - m_fZStep += Z_STEP; - - CHECK_GL_ERROR(); - return 0; -} - - -/* vim:set shiftwidth=4 softtabstop=4 expandtab: */ diff --git a/vcl/source/opengl/shaders/backgroundFragmentShader.glsl b/vcl/source/opengl/shaders/backgroundFragmentShader.glsl deleted file mode 100644 index 805789e731ed..000000000000 --- a/vcl/source/opengl/shaders/backgroundFragmentShader.glsl +++ /dev/null @@ -1,17 +0,0 @@ -/* -*- 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/. - */ - -varying vec4 fragmentColor; - -void main() -{ - gl_FragColor = fragmentColor; -} - -/* vim:set shiftwidth=4 softtabstop=4 expandtab: */ diff --git a/vcl/source/opengl/shaders/backgroundVertexShader.glsl b/vcl/source/opengl/shaders/backgroundVertexShader.glsl deleted file mode 100644 index 6d9d6c21f3c9..000000000000 --- a/vcl/source/opengl/shaders/backgroundVertexShader.glsl +++ /dev/null @@ -1,21 +0,0 @@ -/* -*- 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/. - */ - -attribute vec3 vPosition; -uniform mat4 MVP; -attribute vec4 vColor; -varying vec4 fragmentColor; - -void main() -{ - gl_Position = MVP * vec4(vPosition, 1); - fragmentColor = vColor; -} - -/* vim:set shiftwidth=4 softtabstop=4 expandtab: */ diff --git a/vcl/source/opengl/shaders/commonFragmentShader.glsl b/vcl/source/opengl/shaders/commonFragmentShader.glsl deleted file mode 100644 index 805789e731ed..000000000000 --- a/vcl/source/opengl/shaders/commonFragmentShader.glsl +++ /dev/null @@ -1,17 +0,0 @@ -/* -*- 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/. - */ - -varying vec4 fragmentColor; - -void main() -{ - gl_FragColor = fragmentColor; -} - -/* vim:set shiftwidth=4 softtabstop=4 expandtab: */ diff --git a/vcl/source/opengl/shaders/commonVertexShader.glsl b/vcl/source/opengl/shaders/commonVertexShader.glsl deleted file mode 100644 index f32e3fd38a91..000000000000 --- a/vcl/source/opengl/shaders/commonVertexShader.glsl +++ /dev/null @@ -1,21 +0,0 @@ -/* -*- 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/. - */ - -attribute vec3 vPosition; -uniform mat4 MVP; -uniform vec4 vColor; -varying vec4 fragmentColor; - -void main() -{ - gl_Position = MVP * vec4(vPosition, 1); - fragmentColor = vColor; -} - -/* vim:set shiftwidth=4 softtabstop=4 expandtab: */ diff --git a/vcl/source/opengl/shaders/debugFragmentShader.glsl b/vcl/source/opengl/shaders/debugFragmentShader.glsl deleted file mode 100644 index d36c4f4d46e4..000000000000 --- a/vcl/source/opengl/shaders/debugFragmentShader.glsl +++ /dev/null @@ -1,17 +0,0 @@ -/* -*- 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/. - */ - -varying vec4 fragmentColor; - -void main() -{ - gl_FragColor = vec4(1.0, 1.0, 0.0, 0.5); -} - -/* vim:set shiftwidth=4 softtabstop=4 expandtab: */ diff --git a/vcl/source/opengl/shaders/debugVertexShader.glsl b/vcl/source/opengl/shaders/debugVertexShader.glsl deleted file mode 100644 index 762de3121419..000000000000 --- a/vcl/source/opengl/shaders/debugVertexShader.glsl +++ /dev/null @@ -1,19 +0,0 @@ -/* -*- 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/. - */ - -attribute vec3 vPosition; -uniform vec4 vColor; -varying vec4 fragmentColor; - -void main() -{ - gl_Position = vec4(vPosition, 1); -} - -/* vim:set shiftwidth=4 softtabstop=4 expandtab: */ diff --git a/vcl/source/opengl/shaders/symbolFragmentShader.glsl b/vcl/source/opengl/shaders/symbolFragmentShader.glsl deleted file mode 100644 index 3ac6b0305285..000000000000 --- a/vcl/source/opengl/shaders/symbolFragmentShader.glsl +++ /dev/null @@ -1,101 +0,0 @@ -/* -*- 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/. - */ - -#version 120 - -varying vec4 fragmentColor; -uniform int shape; - -void main() -{ - vec2 p = gl_PointCoord * 2.0 - vec2(1.0); // (0,0) in the center - if(shape == 0) - { - } - else if(shape == 1) //diamon - { - if (abs(p.x) + abs(p.y) > 1) - discard; - } - else if(shape == 2) // arrow - { - if(p.y < 0 && (abs(p.x) + abs(p.y)) > 1) - discard; - else if(p.y > 0 && abs(p.x) > 0.5) - discard; - } - else if(shape == 3) //arrow up - { - if(p.y > 0 && (abs(p.x) + abs(p.y)) > 1) - discard; - else if(p.y < 0 && abs(p.x) > 0.5) - discard; - } - else if(shape == 4) // arrow right - { - if(p.x > 0 && (abs(p.x) + abs(p.y)) > 1) - discard; - else if(p.x < 0 && abs(p.y) > 0.5) - discard; - } - else if(shape == 5) // arrow left - { - if(p.x < 0 && (abs(p.x) + abs(p.y)) > 1) - discard; - else if(p.x > 0 && abs(p.y) > 0.5) - discard; - } - else if(shape == 6) // hour glass - { - if(abs(p.x) < abs(p.y)) - discard; - } - else if(shape == 7) // bow tie - { - if(abs(p.y) < abs(p.x)) - discard; - } - else if(shape == 8) // circle - { - if(dot(p.x, p.y) > 1) - discard; - } - else if(shape == 9) // star - { - if(sqrt(abs(p.x))+sqrt(abs(p.y)) > 1) - discard; - } - else if(shape == 10) // X - { - if(abs(abs(p.x) - abs(p.y)) > 0.2) - discard; - } - else if(shape == 11) // Plus - { - if(abs(p.x) > 0.2 && abs(p.y) > 0.2) - discard; - } - else if(shape == 12) // asterisk - { - } - else if(shape == 13) // horizontal bar - { - if(abs(p.y) > 0.2) - discard; - } - else if(shape == 14) // vertical bar - { - if(abs(p.x) > 0.2) - discard; - } - - gl_FragColor = fragmentColor; -} - -/* vim:set shiftwidth=4 softtabstop=4 expandtab: */ diff --git a/vcl/source/opengl/shaders/symbolVertexShader.glsl b/vcl/source/opengl/shaders/symbolVertexShader.glsl deleted file mode 100644 index 3cf9f41ef21b..000000000000 --- a/vcl/source/opengl/shaders/symbolVertexShader.glsl +++ /dev/null @@ -1,23 +0,0 @@ -/* -*- 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/. - */ - -#version 120 - -attribute vec3 vPosition; -uniform mat4 MVP; -uniform vec4 vColor; -varying vec4 fragmentColor; - -void main() -{ - gl_Position = MVP * vec4(vPosition, 1); - fragmentColor = vColor; -} - -/* vim:set shiftwidth=4 softtabstop=4 expandtab: */ diff --git a/vcl/source/opengl/shaders/textFragmentShader.glsl b/vcl/source/opengl/shaders/textFragmentShader.glsl deleted file mode 100644 index ef8d44d6949d..000000000000 --- a/vcl/source/opengl/shaders/textFragmentShader.glsl +++ /dev/null @@ -1,17 +0,0 @@ -/* -*- 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/. - */ - -uniform sampler2D TextTex; -varying vec2 vTexCoord; -void main() -{ - gl_FragColor = vec4(texture2D(TextTex, vTexCoord).rgba); -} - -/* vim:set shiftwidth=4 softtabstop=4 expandtab: */ diff --git a/vcl/source/opengl/shaders/textVertexShader.glsl b/vcl/source/opengl/shaders/textVertexShader.glsl deleted file mode 100644 index a805229eb07a..000000000000 --- a/vcl/source/opengl/shaders/textVertexShader.glsl +++ /dev/null @@ -1,20 +0,0 @@ -/* -*- 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/. - */ - -attribute vec3 vPosition; -uniform mat4 MVP; -attribute vec2 texCoord; -varying vec2 vTexCoord; -void main() -{ - gl_Position = MVP * vec4(vPosition, 1); - vTexCoord = texCoord; -} - -/* vim:set shiftwidth=4 softtabstop=4 expandtab: */ |