Skip to content
Projeler
Gruplar
Parçacıklar
Yardım
Yükleniyor...
Oturum aç / Kaydol
Gezinmeyi değiştir
C
core
Proje
Proje
Ayrıntılar
Etkinlik
Cycle Analytics
Depo (repository)
Depo (repository)
Dosyalar
Kayıtlar (commit)
Dallar (branch)
Etiketler
Katkıda bulunanlar
Grafik
Karşılaştır
Grafikler
Konular (issue)
0
Konular (issue)
0
Liste
Pano
Etiketler
Kilometre Taşları
Birleştirme (merge) Talepleri
0
Birleştirme (merge) Talepleri
0
CI / CD
CI / CD
İş akışları (pipeline)
İşler
Zamanlamalar
Grafikler
Paketler
Paketler
Wiki
Wiki
Parçacıklar
Parçacıklar
Üyeler
Üyeler
Collapse sidebar
Close sidebar
Etkinlik
Grafik
Grafikler
Yeni bir konu (issue) oluştur
İşler
Kayıtlar (commit)
Konu (issue) Panoları
Kenar çubuğunu aç
LibreOffice
core
Commits
0e332ba4
Kaydet (Commit)
0e332ba4
authored
May 28, 2014
tarafından
weigao
Kaydeden (comit)
Markus Mohrhard
May 28, 2014
Dosyalara gözat
Seçenekler
Dosyalara Gözat
İndir
Eposta Yamaları
Sade Fark
add use and update uno function
Change-Id: I79d7d7ab77fff9a5e60a392e94fe2dd839803b64
üst
47a417d9
Hide whitespace changes
Inline
Side-by-side
Showing
2 changed files
with
57 additions
and
0 deletions
+57
-0
GL3DRenderer.hxx
chart2/source/view/inc/GL3DRenderer.hxx
+3
-0
GL3DRenderer.cxx
chart2/source/view/main/GL3DRenderer.cxx
+54
-0
No files found.
chart2/source/view/inc/GL3DRenderer.hxx
Dosyayı görüntüle @
0e332ba4
...
...
@@ -224,6 +224,9 @@ private:
void
ReleaseExtrude3DShapes
();
void
ReleaseTextShapes
();
void
ReleaseScreenTextShapes
();
void
ReleaseBatchBarInfo
();
void
InitBatch3DUniformBlock
();
void
UpdateBatch3DUniformBlock
();
private
:
struct
ShaderResources
...
...
chart2/source/view/main/GL3DRenderer.cxx
Dosyayı görüntüle @
0e332ba4
...
...
@@ -278,6 +278,7 @@ void OpenGL3DRenderer::init()
CHECK_GL_ERROR
();
Init3DUniformBlock
();
InitBatch3DUniformBlock
();
glViewport
(
0
,
0
,
m_iWidth
,
m_iHeight
);
Set3DSenceInfo
(
0xFFFFFF
,
true
);
...
...
@@ -1070,6 +1071,59 @@ void OpenGL3DRenderer::Init3DUniformBlock()
glBindBuffer
(
GL_UNIFORM_BUFFER
,
0
);
}
void
OpenGL3DRenderer
::
InitBatch3DUniformBlock
()
{
if
(
mbPickingMode
)
return
;
GLuint
a3DLightBlockIndex
=
glGetUniformBlockIndex
(
maResources
.
m_3DBatchProID
,
"GlobalLights"
);
GLuint
a3DMaterialBlockIndex
=
glGetUniformBlockIndex
(
maResources
.
m_3DBatchProID
,
"GlobalMaterialParameters"
);
if
((
GL_INVALID_INDEX
==
a3DLightBlockIndex
)
||
(
GL_INVALID_INDEX
==
a3DMaterialBlockIndex
))
{
return
;
}
int
nUniformBufferAlignSize
=
1
;
glGetIntegerv
(
GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT
,
&
nUniformBufferAlignSize
);
GLint
nBlockDataSizeLight
=
0
,
nBlockDataSizeMertrial
=
0
;
glGetActiveUniformBlockiv
(
maResources
.
m_3DBatchProID
,
a3DLightBlockIndex
,
GL_UNIFORM_BLOCK_DATA_SIZE
,
&
nBlockDataSizeLight
);
glGetActiveUniformBlockiv
(
maResources
.
m_3DBatchProID
,
a3DMaterialBlockIndex
,
GL_UNIFORM_BLOCK_DATA_SIZE
,
&
nBlockDataSizeMertrial
);
CHECK_GL_ERROR
();
glGenBuffers
(
1
,
&
m_Batch3DUBOBuffer
);
glBindBuffer
(
GL_UNIFORM_BUFFER
,
m_Batch3DUBOBuffer
);
CHECK_GL_ERROR
();
m_Batch3DActualSizeLight
=
((
nBlockDataSizeLight
/
nUniformBufferAlignSize
)
+
std
::
min
(
nBlockDataSizeLight
%
nUniformBufferAlignSize
,
1
))
*
nUniformBufferAlignSize
;
// cout << "nBlockDataSizeMertrial = " << nBlockDataSizeMertrial << ", nBlockDataSizeLight = " << nBlockDataSizeLight << ", m_3DActualSizeLight = " << m_3DActualSizeLight << endl;
int
dataSize
=
m_Batch3DActualSizeLight
+
nBlockDataSizeMertrial
;
glBufferData
(
GL_UNIFORM_BUFFER
,
dataSize
,
NULL
,
GL_DYNAMIC_DRAW
);
glBindBufferRange
(
GL_UNIFORM_BUFFER
,
2
,
m_Batch3DUBOBuffer
,
0
,
nBlockDataSizeLight
);
CHECK_GL_ERROR
();
glUniformBlockBinding
(
maResources
.
m_3DBatchProID
,
a3DLightBlockIndex
,
2
);
glBindBufferRange
(
GL_UNIFORM_BUFFER
,
3
,
m_Batch3DUBOBuffer
,
((
nBlockDataSizeLight
/
nUniformBufferAlignSize
)
+
std
::
min
(
nBlockDataSizeLight
%
nUniformBufferAlignSize
,
1
))
*
nUniformBufferAlignSize
,
nBlockDataSizeMertrial
);
glUniformBlockBinding
(
maResources
.
m_3DBatchProID
,
a3DMaterialBlockIndex
,
3
);
//for the light source uniform, we must calc the offset of each element
CHECK_GL_ERROR
();
glBindBuffer
(
GL_UNIFORM_BUFFER
,
0
);
}
void
OpenGL3DRenderer
::
UpdateBatch3DUniformBlock
()
{
if
(
mbPickingMode
)
return
;
glBindBuffer
(
GL_UNIFORM_BUFFER
,
m_Batch3DUBOBuffer
);
glBufferSubData
(
GL_UNIFORM_BUFFER
,
0
,
sizeof
(
GLint
),
&
m_LightsInfo
.
lightNum
);
CHECK_GL_ERROR
();
//current std140 alignment: 16
glBufferSubData
(
GL_UNIFORM_BUFFER
,
16
,
sizeof
(
glm
::
vec4
),
&
m_LightsInfo
.
ambient
[
0
]);
CHECK_GL_ERROR
();
//current std140 alignment: 16
glBufferSubData
(
GL_UNIFORM_BUFFER
,
32
,
sizeof
(
LightSource
)
*
MAX_LIGHT_NUM
,
&
m_LightsInfo
.
light
);
CHECK_GL_ERROR
();
glBindBuffer
(
GL_UNIFORM_BUFFER
,
0
);
}
void
OpenGL3DRenderer
::
Update3DUniformBlock
()
{
if
(
mbPickingMode
)
...
...
Write
Preview
Markdown
is supported
0%
Try again
or
attach a new file
Attach a file
Cancel
You are about to add
0
people
to the discussion. Proceed with caution.
Finish editing this message first!
Cancel
Please
register
or
sign in
to comment