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LibreOffice
core
Commits
906672eb
Kaydet (Commit)
906672eb
authored
May 11, 2014
tarafından
Markus Mohrhard
Dosyalara gözat
Seçenekler
Dosyalara Gözat
İndir
Eposta Yamaları
Sade Fark
this does not need to be a member variable
Change-Id: I9be286f8e10d43c8c5ce89bb6b52ebddce48bb6b
üst
3b367b54
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11 additions
and
14 deletions
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-14
GL3DRenderer.hxx
chart2/source/view/inc/GL3DRenderer.hxx
+0
-2
GL3DRenderer.cxx
chart2/source/view/main/GL3DRenderer.cxx
+11
-12
No files found.
chart2/source/view/inc/GL3DRenderer.hxx
Dosyayı görüntüle @
906672eb
...
...
@@ -235,8 +235,6 @@ private:
glm
::
mat4
m_3DMVP
;
glm
::
mat4
m_TranslationMatrix
;
GLint
m_3DProID
;
GLuint
m_3DProjectionID
;
...
...
chart2/source/view/main/GL3DRenderer.cxx
Dosyayı görüntüle @
906672eb
...
...
@@ -62,8 +62,7 @@ GLfloat texCoords[] = {
}
OpenGL3DRenderer
::
OpenGL3DRenderer
()
:
m_TranslationMatrix
(
glm
::
translate
(
m_Model
,
glm
::
vec3
(
0.0
f
,
0.0
f
,
0.0
f
)))
,
m_TextProID
(
0
)
m_TextProID
(
0
)
,
m_TextMatrixID
(
0
)
,
m_TextVertexID
(
0
)
,
m_TextTexCoordID
(
0
)
...
...
@@ -1030,9 +1029,9 @@ void OpenGL3DRenderer::RenderExtrudeFlatSurface(const Extrude3DInfo& extrude3D,
PosVecf3
trans
=
{
extrude3D
.
xTransform
,
//m_Extrude3DInfo.xTransform + 140,
-
extrude3D
.
yTransform
,
extrude3D
.
zTransform
};
m_
TranslationMatrix
=
glm
::
translate
(
glm
::
vec3
(
trans
.
x
,
trans
.
y
,
trans
.
z
));
glm
::
mat4
a
TranslationMatrix
=
glm
::
translate
(
glm
::
vec3
(
trans
.
x
,
trans
.
y
,
trans
.
z
));
glm
::
mat4
flatScale
=
glm
::
scale
(
xzScale
,
xzScale
,
xzScale
);
m_Model
=
m_
TranslationMatrix
*
extrude3D
.
rotation
*
flatScale
;
m_Model
=
a
TranslationMatrix
*
extrude3D
.
rotation
*
flatScale
;
glm
::
mat3
normalMatrix
(
m_Model
);
glm
::
mat3
normalInverseTranspos
=
glm
::
inverseTranspose
(
normalMatrix
);
glUniformMatrix4fv
(
m_3DModelID
,
1
,
GL_FALSE
,
&
m_Model
[
0
][
0
]);
...
...
@@ -1063,8 +1062,8 @@ void OpenGL3DRenderer::RenderExtrudeBottomSurface(const Extrude3DInfo& extrude3D
{
glm
::
mat4
topTrans
=
glm
::
translate
(
glm
::
vec3
(
0.0
,
-
actualYTrans
,
0.0
));
glm
::
mat4
topScale
=
glm
::
scale
(
xzScale
,
xzScale
,
xzScale
);
m_
TranslationMatrix
=
glm
::
translate
(
glm
::
vec3
(
trans
.
x
,
trans
.
y
,
trans
.
z
));
m_Model
=
m_
TranslationMatrix
*
extrude3D
.
rotation
*
topTrans
*
topScale
;
glm
::
mat4
a
TranslationMatrix
=
glm
::
translate
(
glm
::
vec3
(
trans
.
x
,
trans
.
y
,
trans
.
z
));
m_Model
=
a
TranslationMatrix
*
extrude3D
.
rotation
*
topTrans
*
topScale
;
}
glm
::
mat3
normalMatrix
(
m_Model
);
glm
::
mat3
normalInverseTranspos
=
glm
::
inverseTranspose
(
normalMatrix
);
...
...
@@ -1092,8 +1091,8 @@ void OpenGL3DRenderer::RenderExtrudeMiddleSurface(const Extrude3DInfo& extrude3D
else
{
glm
::
mat4
scale
=
glm
::
scale
(
xzScale
,
actualYScale
,
xzScale
);
m_
TranslationMatrix
=
glm
::
translate
(
glm
::
vec3
(
trans
.
x
,
trans
.
y
,
trans
.
z
));
m_Model
=
m_
TranslationMatrix
*
extrude3D
.
rotation
*
scale
;
glm
::
mat4
a
TranslationMatrix
=
glm
::
translate
(
glm
::
vec3
(
trans
.
x
,
trans
.
y
,
trans
.
z
));
m_Model
=
a
TranslationMatrix
*
extrude3D
.
rotation
*
scale
;
}
if
(
extrude3D
.
reverse
)
...
...
@@ -1125,8 +1124,8 @@ void OpenGL3DRenderer::RenderExtrudeTopSurface(const Extrude3DInfo& extrude3D)
glm
::
mat4
orgTrans
=
glm
::
translate
(
glm
::
vec3
(
0.0
,
-
1.0
,
0.0
));
glm
::
mat4
scale
=
glm
::
scale
(
xzScale
,
yScale
,
xzScale
);
//MoveModelf(trans, angle, scale);
m_
TranslationMatrix
=
glm
::
translate
(
glm
::
vec3
(
trans
.
x
,
trans
.
y
,
trans
.
z
));
m_Model
=
m_
TranslationMatrix
*
extrude3D
.
rotation
*
scale
*
orgTrans
;
glm
::
mat4
a
TranslationMatrix
=
glm
::
translate
(
glm
::
vec3
(
trans
.
x
,
trans
.
y
,
trans
.
z
));
m_Model
=
a
TranslationMatrix
*
extrude3D
.
rotation
*
scale
*
orgTrans
;
}
else
{
...
...
@@ -1134,8 +1133,8 @@ void OpenGL3DRenderer::RenderExtrudeTopSurface(const Extrude3DInfo& extrude3D)
glm
::
mat4
orgTrans
=
glm
::
translate
(
glm
::
vec3
(
0.0
,
-
1.0
,
0.0
));
glm
::
mat4
topTrans
=
glm
::
translate
(
glm
::
vec3
(
0.0
,
actualYTrans
,
0.0
));
glm
::
mat4
topScale
=
glm
::
scale
(
xzScale
,
xzScale
,
xzScale
);
m_
TranslationMatrix
=
glm
::
translate
(
glm
::
vec3
(
trans
.
x
,
trans
.
y
,
trans
.
z
));
m_Model
=
m_
TranslationMatrix
*
extrude3D
.
rotation
*
topTrans
*
topScale
*
orgTrans
;
glm
::
mat4
a
TranslationMatrix
=
glm
::
translate
(
glm
::
vec3
(
trans
.
x
,
trans
.
y
,
trans
.
z
));
m_Model
=
a
TranslationMatrix
*
extrude3D
.
rotation
*
topTrans
*
topScale
*
orgTrans
;
}
glm
::
mat3
normalMatrix
(
m_Model
);
glm
::
mat3
normalInverseTranspos
=
glm
::
inverseTranspose
(
normalMatrix
);
...
...
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