Kaydet (Commit) 7da3ce7c authored tarafından Fridrich Štrba's avatar Fridrich Štrba

Allow building with more recent glm versions

Use glm::scale(glm::vec3(x, y, z)) instead of glm::scale(x, y, z)

Change-Id: Id307b830c0ee6cf69514e117ee1e3811a65f8bfd
üst 25cea66f
......@@ -167,8 +167,8 @@ void GL3DBarChart::create3DShapes(const boost::ptr_vector<VDataSeries>& rDataSer
float nVal = rDataSeries.getYValue(nIndex);
float nXPos = nIndex * (nBarSizeX + nBarDistanceX) + nBarDistanceX;
glm::mat4 aScaleMatrix = glm::scale(nBarSizeX, nBarSizeY, float(nVal/nMaxVal));
glm::mat4 aTranslationMatrix = glm::translate(nXPos, nYPos, 0.0f);
glm::mat4 aScaleMatrix = glm::scale(glm::vec3(nBarSizeX, nBarSizeY, float(nVal/nMaxVal)));
glm::mat4 aTranslationMatrix = glm::translate(glm::vec3(nXPos, nYPos, 0.0f));
glm::mat4 aBarPosition = aTranslationMatrix * aScaleMatrix;
maBarMap.insert(std::pair<sal_uInt32, BarInformation>(nId,
......
......@@ -991,7 +991,7 @@ void OpenGL3DRenderer::AddShape3DExtrudeObject(bool roundedCorner, sal_uInt32 nC
m_Extrude3DInfo.yScale = glm::length(DirY);
m_Extrude3DInfo.zScale = glm::length(DirZ);
glm::mat4 transformMatrixInverse = glm::inverse(glm::translate(glm::vec3(tranform)));
glm::mat4 scaleMatrixInverse = glm::inverse(glm::scale(m_Extrude3DInfo.xScale, m_Extrude3DInfo.yScale, m_Extrude3DInfo.zScale));
glm::mat4 scaleMatrixInverse = glm::inverse(glm::scale(glm::vec3(m_Extrude3DInfo.xScale, m_Extrude3DInfo.yScale, m_Extrude3DInfo.zScale)));
m_Extrude3DInfo.rotation = transformMatrixInverse * modelMatrix * scaleMatrixInverse;
//color
......@@ -1094,7 +1094,7 @@ void OpenGL3DRenderer::RenderExtrudeFlatSurface(const Extrude3DInfo& extrude3D,
extrude3D.yTransform,
extrude3D.zTransform};
glm::mat4 aTranslationMatrix = glm::translate(glm::vec3(trans.x, trans.y, trans.z));
glm::mat4 flatScale = glm::scale(xyScale, xyScale, xyScale);
glm::mat4 flatScale = glm::scale(glm::vec3(xyScale, xyScale, xyScale));
m_Model = aTranslationMatrix * extrude3D.rotation * flatScale;
if(!mbPickingMode)
{
......@@ -1135,7 +1135,7 @@ void OpenGL3DRenderer::RenderExtrudeBottomSurface(const Extrude3DInfo& extrude3D
else
{
glm::mat4 topTrans = glm::translate(glm::vec3(0.0, 0.0, actualZTrans));
glm::mat4 topScale = glm::scale(xyScale, xyScale, xyScale);
glm::mat4 topScale = glm::scale(glm::vec3(xyScale, xyScale, xyScale));
glm::mat4 aTranslationMatrix = glm::translate(glm::vec3(trans.x, trans.y, trans.z));
m_Model = aTranslationMatrix * extrude3D.rotation * topTrans * topScale;
}
......@@ -1174,7 +1174,7 @@ void OpenGL3DRenderer::RenderExtrudeMiddleSurface(const Extrude3DInfo& extrude3D
}
else
{
glm::mat4 scale = glm::scale(xyScale, xyScale,actualZScale);
glm::mat4 scale = glm::scale(glm::vec3(xyScale, xyScale,actualZScale));
glm::mat4 aTranslationMatrix = glm::translate(glm::vec3(trans.x, trans.y, trans.z));
m_Model = aTranslationMatrix * extrude3D.rotation * scale;
}
......@@ -1215,7 +1215,7 @@ void OpenGL3DRenderer::RenderExtrudeTopSurface(const Extrude3DInfo& extrude3D)
//yScale /= (float)(1 + BOTTOM_THRESHOLD);
zScale /= (float)(m_RoundBarMesh.bottomThreshold);
glm::mat4 orgTrans = glm::translate(glm::vec3(0.0, 0.0, -1.0));
glm::mat4 scale = glm::scale(xyScale, xyScale, zScale);
glm::mat4 scale = glm::scale(glm::vec3(xyScale, xyScale, zScale));
//MoveModelf(trans, angle, scale);
glm::mat4 aTranslationMatrix = glm::translate(glm::vec3(trans.x, trans.y, trans.z));
m_Model = aTranslationMatrix * extrude3D.rotation * scale * orgTrans;
......@@ -1225,7 +1225,7 @@ void OpenGL3DRenderer::RenderExtrudeTopSurface(const Extrude3DInfo& extrude3D)
// use different matrices for different parts
glm::mat4 orgTrans = glm::translate(glm::vec3(0.0, 0.0, -1.0));
glm::mat4 topTrans = glm::translate(glm::vec3(0.0, 0.0, actualZTrans));
glm::mat4 topScale = glm::scale(xyScale, xyScale, xyScale);
glm::mat4 topScale = glm::scale(glm::vec3(xyScale, xyScale, xyScale));
glm::mat4 aTranslationMatrix = glm::translate(glm::vec3(trans.x, trans.y, trans.z));
m_Model = aTranslationMatrix * extrude3D.rotation * topTrans * topScale * orgTrans;
}
......@@ -1253,7 +1253,7 @@ void OpenGL3DRenderer::RenderNonRoundedBar(const Extrude3DInfo& extrude3D)
float yScale = extrude3D.yScale;
float zScale = extrude3D.zScale;
glm::mat4 transformMatrix = glm::translate(glm::vec3(extrude3D.xTransform, extrude3D.yTransform, extrude3D.zTransform));
glm::mat4 scaleMatrix = glm::scale(xScale, yScale, zScale);
glm::mat4 scaleMatrix = glm::scale(glm::vec3(xScale, yScale, zScale));
m_Model = transformMatrix * extrude3D.rotation * scaleMatrix;
if (extrude3D.reverse)
{
......
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