Kaydet (Commit) 5ae77e8f authored tarafından Markus Mohrhard's avatar Markus Mohrhard

provide bar color for 3D OGL chart

Change-Id: Ia41748cabba89a0257c62f66a280810adc56960e
üst 46443966
...@@ -17,6 +17,8 @@ ...@@ -17,6 +17,8 @@
#include "3DChartObjects.hxx" #include "3DChartObjects.hxx"
#include "GL3DRenderer.hxx" #include "GL3DRenderer.hxx"
using namespace com::sun::star;
namespace chart { namespace chart {
GL3DBarChart::GL3DBarChart(const std::vector<VDataSeries*>& rDataSeries, GL3DBarChart::GL3DBarChart(const std::vector<VDataSeries*>& rDataSeries,
...@@ -53,11 +55,13 @@ void GL3DBarChart::create3DShapes() ...@@ -53,11 +55,13 @@ void GL3DBarChart::create3DShapes()
float nXPos = nIndex * (nBarSizeX + nBarDistanceX); float nXPos = nIndex * (nBarSizeX + nBarDistanceX);
float nYPos = nSeriesIndex * (nBarSizeY + nBarDistanceY); float nYPos = nSeriesIndex * (nBarSizeY + nBarDistanceY);
sal_Int32 nColor = COL_BLUE;
glm::mat4 aBarPosition; glm::mat4 aBarPosition;
aBarPosition = glm::scale(aBarPosition, nBarSizeX, nBarSizeY, nVal); aBarPosition = glm::scale(aBarPosition, nBarSizeX, nBarSizeY, nVal);
aBarPosition = glm::translate(aBarPosition, nXPos, nYPos, nVal/2); aBarPosition = glm::translate(aBarPosition, nXPos, nYPos, nVal/2);
maShapes.push_back(new opengl3D::Bar(mpRenderer.get(), aBarPosition, nId++)); maShapes.push_back(new opengl3D::Bar(mpRenderer.get(), aBarPosition, nColor, nId++));
} }
++nSeriesIndex; ++nSeriesIndex;
......
...@@ -37,7 +37,7 @@ protected: ...@@ -37,7 +37,7 @@ protected:
class Bar : public Renderable3DObject class Bar : public Renderable3DObject
{ {
public: public:
Bar(OpenGL3DRenderer* pRenderer, const glm::mat4& rPosition, sal_uInt32 nId); Bar(OpenGL3DRenderer* pRenderer, const glm::mat4& rPosition, sal_Int32 nColor, sal_uInt32 nId);
virtual void render() SAL_OVERRIDE; virtual void render() SAL_OVERRIDE;
private: private:
......
...@@ -24,10 +24,11 @@ void Renderable3DObject::render() ...@@ -24,10 +24,11 @@ void Renderable3DObject::render()
(void) mnUniqueId; (void) mnUniqueId;
} }
Bar::Bar(OpenGL3DRenderer* pRenderer, const glm::mat4& rPosition, sal_uInt32 nId) Bar::Bar(OpenGL3DRenderer* pRenderer, const glm::mat4& rPosition, sal_Int32 aColor, sal_uInt32 nId)
: Renderable3DObject(pRenderer, nId) : Renderable3DObject(pRenderer, nId)
, mbRoundedCorners(false) , mbRoundedCorners(false)
, maPos(rPosition) , maPos(rPosition)
, maColor(aColor)
{ {
} }
......
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