Kaydet (Commit) cc20cedc authored tarafından weigao's avatar weigao Kaydeden (comit) Markus Mohrhard

add codes to compile the scroll shaders

Change-Id: Ib69dbdb012e983e194b7ada04b455c80cf0abbaa
üst d15dcc08
......@@ -34,6 +34,8 @@ $(eval $(call gb_Package_add_files,chart2_opengl_shader,$(LIBO_BIN_FOLDER)/openg
shape3DVertexShaderV300.glsl \
textFragmentShaderBatch.glsl \
textVertexShaderBatch.glsl \
shape3DFragmentShaderBatchScroll.glsl \
shape3DVertexShaderBatchScroll.glsl \
))
# vim: set noet sw=4 ts=4:
......@@ -350,7 +350,7 @@ void RenderBenchMarkThread::UpdateFPS()
osl_getSystemTime(&mafpsRenderStartTime);
}
osl_getSystemTime(&mafpsRenderEndTime);
#if 0
#if 1
opengl3D::ScreenText tFPS(mpChart->mpRenderer.get(), *(mpChart->mpTextCache), mpChart->mTestString, 0);
opengl3D::TextCacheItem tmpTextCache = mpChart->mpTextCache->getText(mpChart->mTestString);
#else
......@@ -414,8 +414,23 @@ GL3DBarChart::GL3DBarChart(
mbNeedsNewRender(true),
mbCameraInit(false),
mbRenderDie(false),
maRenderEvent(EVENT_NONE)
maRenderEvent(EVENT_NONE),
miScrollRate(0),
mbScrollFlg(false)
{
if (BENCH_MARK_MODE)
{
char *scrollFrame = getenv("SCROLL_RATE");
if (scrollFrame)
{
miScrollRate = atoi(scrollFrame);
if (miScrollRate > 0)
{
mbScrollFlg = true;
mpRenderer->SetScroll();
}
}
}
Size aSize = mrWindow.GetSizePixel();
mpRenderer->SetSize(aSize);
mrWindow.setRenderer(this);
......
......@@ -138,6 +138,8 @@ private:
sal_uInt32 mSelectBarId;
Point maClickPos;
OUString mTestString;
sal_uInt32 miScrollRate;
bool mbScrollFlg;
};
}
......
......@@ -209,6 +209,7 @@ public:
void ReleaseTextTexture();
void StartClick(sal_uInt32 &selectID);
void EndClick();
void SetScroll();
private:
void MoveModelf( const PosVecf3& trans, const PosVecf3& angle, const PosVecf3& scale);
......@@ -275,6 +276,7 @@ private:
struct ShaderResources
{
bool m_b330Support;
bool m_bScrollFlag;
// 3DProID
GLint m_3DProID;
GLint m_3DProjectionID;
......@@ -324,6 +326,10 @@ private:
GLint m_3DBatchVertexID;
GLint m_3DBatchNormalID;
GLint m_3DBatchColorID;
GLint m_3DBatchTransMatrixID;
GLint m_3DBatchMinCoordXID;
GLint m_3DBatchMaxCoordXID;
GLint m_3DBatchUndrawID;
//Batch render text
bool mbTexBatchSupport;
......
......@@ -200,6 +200,7 @@ OpenGL3DRenderer::ShaderResources::ShaderResources()
, m_BatchTextVertexID(0)
, m_BatchTextTexCoordID(0)
, m_BatchTextTexID(0)
, m_bScrollFlag(false)
{
}
......@@ -230,8 +231,16 @@ void OpenGL3DRenderer::ShaderResources::LoadShaders()
m_3DNormalMatrixID = glGetUniformLocation(m_3DProID, "normalMatrix");
m_3DVertexID = glGetAttribLocation(m_3DProID, "vertexPositionModelspace");
m_3DNormalID = glGetAttribLocation(m_3DProID, "vertexNormalModelspace");
m_3DBatchProID = OpenGLHelper::LoadShaders("shape3DVertexShaderBatch", "shape3DFragmentShaderBatch");
if (m_bScrollFlag)
{
m_3DBatchProID = OpenGLHelper::LoadShaders("shape3DVertexShaderBatchScroll", "shape3DFragmentShaderBatchScroll");
m_3DBatchTransMatrixID = glGetUniformLocation(m_3DBatchProID, "transMatrix");
m_3DBatchMinCoordXID = glGetUniformLocation(m_3DBatchProID, "minCoordX");
m_3DBatchMaxCoordXID = glGetUniformLocation(m_3DBatchProID, "maxCoordX");
m_3DBatchUndrawID = glGetUniformLocation(m_3DBatchProID, "undraw");
}
else
m_3DBatchProID = OpenGLHelper::LoadShaders("shape3DVertexShaderBatch", "shape3DFragmentShaderBatch");
m_3DBatchProjectionID = glGetUniformLocation(m_3DBatchProID, "P");
m_3DBatchViewID = glGetUniformLocation(m_3DBatchProID, "V");
m_3DBatchModelID = glGetAttribLocation(m_3DBatchProID, "M");
......@@ -2267,6 +2276,11 @@ void OpenGL3DRenderer::EndClick()
}
}
void OpenGL3DRenderer::SetScroll()
{
maResources.m_bScrollFlag = true;
}
void OpenGL3DRenderer::RenderBatchBars(bool bNewScene)
{
if(bNewScene)
......
Markdown is supported
0% or
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment